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    In Chess Engine History "Deep Blue" is the First Chess Engine Beat the World Chess Champion Grandmaster Garry Kasparov!!!



    Deep Blue Chess:

    Deep Blue was a chess-playing computer developed by IBM. It is known for being the first piece of artificial intelligence to win both a chess game and a chess match against a reigning world champion under regular time controls.

    Deep Blue won its first game against a world champion on February 10, 1996, when it defeated Garry Kasparov in game one of a six-game match. However, Kasparov won three and drew two of the following five games, defeating Deep Blue by a score of 4–2. Deep Blue was then heavily upgraded, and played Kasparov again in May 1997. Deep Blue won game six, therefore winning the six-game rematch 3½–2½ and becoming the first computer system to defeat a reigning world champion in a match under standard chess tournament time controls.[1] Kasparov accused IBM of cheating and demanded a rematch. IBM refused and retired Deep Blue.[2]

    Development for Deep Blue began in 1985 with the ChipTest project at Carnegie Mellon University. This project eventually evolved intoDeep Thought, at which point the development team was hired by IBM. The project evolved once more with the new name Deep Blue in 1989. Grandmaster Joel Benjamin was also signed on to the development team by IBM.




    Deep Blue VS. Kasparov

    Deep Blue and Kasparov played each other on two occasions. The first match began on February 10, 1996, in which Deep Blue became the first machine to win a chess game against a reigning world champion (Garry Kasparov) under regular time controls. However, Kasparov won three and drew two of the following five games, beating Deep Blue by a score of 4–2 (wins count 1 point, draws count ½ point). The match concluded on February 17, 1996.

    Deep Blue was then heavily upgraded (unofficially nicknamed "Deeper Blue") and played Kasparov again in May 1997, winning the six-game rematch 3½–2½, ending on May 11. Deep Blue won the deciding game six after Kasparov made a mistake in the opening, becoming the first computer system to defeat a reigning world champion in a match under standard chess tournament time controls.

    The system derived its playing strength mainly from brute force computing power. It was a massively parallel, RS/6000 SP Thin P2SC-based system with 30 nodes, with each node containing a 120 MHz P2SC microprocessor, enhanced with 480 special purpose VLSI chess chips. Its chess playing program was written in C and ran under the AIXoperating system. It was capable of evaluating 200 million positions per second, twice as fast as the 1996 version. In June 1997, Deep Blue was the 259th most powerfulsupercomputer according to the TOP500 list, achieving 11.38 GFLOPS on the High-Performance LINPACK benchmark.[12]

    The Deep Blue chess computer that defeated Kasparov in 1997 would typically search to a depth of between six and eight moves to a maximum of twenty or even more moves in some situations. David Levy and Monty Newborn estimate that one additional ply (half-move) increases the playing strength 50 to 70 Elo points.

    Deep Blue's evaluation function was initially written in a generalized form, with many to-be-determined parameters (e.g. how important is a safe king position compared to a space advantage in the center, etc.). The optimal values for these parameters were then determined by the system itself, by analyzing thousands of master games. The evaluation function had been split into 8,000 parts, many of them designed for special positions. In the opening book there were over 4,000 positions and 700,000 grandmastergames. The endgame database contained many six piece endgames and five or fewer piece positions. Before the second match, the chess knowledge of the program was fine tuned by grandmaster Joel Benjamin. The opening library was provided by grandmasters Miguel Illescas, John Fedorowicz, and Nick de Firmian. When Kasparov requested that he be allowed to study other games that Deep Blue had played so as to better understand his opponent, IBM refused. However, Kasparov did study many popular PC computer games to become familiar with computer game play in general.

    Writer Nate Silver suggests that a bug in Deep Blue's software led to a seemingly random move (the 44th in the first game) which Kasparov misattributed to "superior intelligence". Subsequently, Kasparov experienced a drop in performance due to anxiety in the following game.


    Game 1: Deep Blue VS. Kasparov

    Note: Deep Blue is now not available
    Now the super fast Best chess Engine For this Generation:
    time: 1m+1s Bullet
    Threads/CPU's: 4
    Hashtable Size: 12000 MB
    10. Fritz 15 Score: 4.0 / 18
    New Fritz, new friend
    The completely reworked “friend” mode makes Fritz 15 the ideal training partner. During the course of a game, Fritz is able to constantly tailor its level to your playing strength and how much time you are using. The program can give you a sign when a tactical opportunity presents itself or point out typical mistakes to help you improve. Another exciting element is the new evaluation function that analyzes your playing strength throughout the game. Where are your strengths – where are your weaknesses? The opening? Middlegame? Or perhaps the endgame? Fritz 15 gives you an ELO rating for all three phases! You definitely need to see this!

    Improve your conversion technique
    “I should have won that!” How often have you been frustrated after playing a good game of blitz on playchess.com that somehow went wrong? Stoke your curiosity and find out what could have been with Fritz 15 – Fritz can now show you what you missed right after the game. You can, of course, also try to find the way to win yourself using the handy exercise function – an approach certain to boost your own conversion technique and playchess ELO!

    New author, new engine
    Vasik Rajlich is new to the Fritz team. The American shook up the world of computer chess just a few years ago, reaching the top with his program, “Rybka”. He is the author of the new Fritz 15 engine, so there’s no question that it will be one of the world’s strongest. The Fritz 15 engine is a multiprocessor version and can theoretically use up to 2048 cores!

    Excellent overview, better access
    If you watch a lot of training videos or work extensively with databases, the revamped database window is something you’ll love. It doesn’t just automatically display all the Fritztrainer or other courses installed on your hard drive, the improved game list also offers enhanced access options and sorting functions – in a manner similar to the original ChessBase software!


    09. Deep Rybka 4.1 Score: 5.0 / 18


    Rybka is a computer chess engine designed by International Master Vasik Rajlich. Around 2011 Rybka was one of the top-rated engines on chess engine rating lists and has won many computer chess tournaments.

    After Rybka won four consecutive World Computer Chess Championships from 2007 to 2010, it was stripped of these titles after theInternational Computer Games Association concluded in June 2011 that Rybka was plagiarized from both the Crafty and the Fruitchess engines and so failed to meet their originality requirements. The ICGA proceedings against Rybka were subsequently upheld by the FIDE Ethics Commission, saying "the ICGA has not violated the FIDE Code of Ethics, nor any other FIDE rule or general principle of law". However, the same FIDE Ethics Commission ruled that banning Rajlich for life failed to have a clear statutory basis and sufficient procedural guarantees, and so they sanctioned ICGA with a warning.

    Rajlich has now agreed to underpin the Fritz brand of ChessBase, merging Rybka to produce Fritz 15. This will be released on 30 October 2015.


    8. Houdini 4 Pro Score: 5.5 / 18


    Houdini is a UCI chess engine developed by Belgian programmer Robert Houdart. It is influenced by open source enginesIPPOLIT/RobboLito, Stockfish, and Crafty. Earlier versions are free for non-commercial use (up to version 1.5a), but later versions (2.0 and onwards) are commercial. As of October 2015, Houdini 4 is the third top-rated chess engines on major chess engine rating lists after Stockfish and Komodo. Houdini 5 is scheduled to be released in 2016.

    Competition results

    Houdini has won top honors in the TCEC tournament, which is often regarded as the Unofficial World Computer Chess Championship. Houdini has won three seasons to date, and narrowly failed to qualify for the finals in nTCEC Season 2, having lost out to Komodo and Stockfish.


    7. Equinox 3.3 Score: 6.0 / 18

    a former private and as of September 30, 2014 and version 3.20 , free UCI compliant SMP chess engine by primary author Giancarlo Delli Colli, at times supported by Stefano Rocchiet al.. As noted by Giancarlo Delli Colli, the progress of Equinox is the result of years of hard work by the authors - and "of course, like everybody else does", taking ideas from open source engines like Crafty, Stockfish, Ippolit, and others, from the Chess Programming Wiki and the ICGA Journal

    Team Equinox celebrating IOCSC 2012 at Galleria Alberto Sordi, Rome

    6. Critter 1.6a 64-Bit Score: 8.0 / 18

    Critter is a cross-platform UCI chess engine by Slovakian programmer Richard Vida which is free for non-commercial use. The engine has achieved top five on most official chess engine Elo rating lists.


    Richard started working on Critter in late 2008. The first version was originally written in Delphi but the code was later converted to C++ using Bitboard technology because Delphi did not perform well under 64-bit processors. Critter had its over-the-board (OTB) debut at the ICT 2012, where it became a strong runner-up behind the Rybka cluster.


    5. Fire 4 Score: 8.5 / 18

    my goal with Fire is to combine all the best ideas, features, and strengths from the IppoLit family of releases...IppoLit, RobboLito, Igorrit, and IvanHoe.
    in addition i have added all the best ideas that Sentinel and i came up with during the development of Robbolito 0.085g3. with enormous beta testing help from the Decembrists and Robbolito comrades, we posted more than a dozen public betas on Immortal223 during the last four months of 2009
    (for details, please see the RobboLito page)


    4. Komodo 9.3 64-bit Score: 12.5 / 18 (TB: 92.75)

    About Komodo

    About Us by GM Larry Kaufman

    Komodo started in 2007 as a joint project by programmer Don Dailey and myself, grandmaster Larry Kaufman, when I was a member of the team that created Rybka 3, then the world's strongest chess engine. It was then called "Doch" as an abbreviation for "Don's Chess", but we learned that this name is not suitable in the German language, and I suggested the name "Komodo", both because the Komodo Dragon is the world's most fearsome lizard, and because "Dragon" suggests the Dragon Sicilian, a popular fighting opening. At the time it was mostly just for fun and as a learning experience for me; we never expected it to be a rival for Rybka, but things turned out differently.

    Don and I became acquainted around 1987. At the time, he had written an amateur program which competed in international computer chess events. His chess advisor had been an expert-rated player, Sam Sloan, although Don was himself rated around the 1800 level. When Sam moved to the Middle East he recommended me to replace him on the project and introduced us, and we worked together for several years on various chess programs including RexChess, Socrates, and Kasparov's Gambit. Around 1993 Don left computer chess for a job at M.I.T. and only returned to it in 2007. True to character, during the interim found time to write one of the world's best Go programs, despite knowing almost nothing about that game.

    Komodo improved at a fairly rapid clip, and much to our surprise this rate of progress did not slow down much. Within about two years of when I stopped working on Rybka (which coincided with my winning the World Senior Chess Championship and the grandmaster title in late 2008) Komodo passed Rybka 3 in playing strength, and we decided to go commercial so Don could devote more of his time to Komodo. We made this decision just after the release of Komodo 3. Komodo 4 was our first commercial release, in November 2011.

    Komodo incorporated original ideas we had introduced in our programs back around 1990, and we continued to add new ideas, especially in the search, almost daily. Don wrote all of the actual code until 2011, by which time he had taught me enough about programming in "C" to make relatively simple program modifications myself.

    Around this time Don learned he had a fatal illness, and we needed to find another programmer if Komodo were to continue.

    Knowing that he had little remaining time to live, Don and I agreed that Mark Lefler, author of chess program "Now", would take over Don’s role in Komodo. They worked together for about two months until Don was too ill to continue; he was able to pass on to Mark most of the necessary knowledge and software, although some has been lost forever.

    Komodo 6 was the last engine on which Don was the main programmer, while Komodo TCEC was the last that Don was able to contribute to directly. I had a very good working relationship with Don, whom I considered a good personal friend, and now I can say the same regarding Mark.

    Don lived just long enough to see Komodo make it to the finals of the most prestigious computer chess event, "TCEC", which Komodo went on to win a week later.

    Don died from leukemia on November 22nd, 2013 in Roanoke, Virginia at the age of 57. His widow, Mary Dailey, remains a partner in Komodo. With Komodo 8 we have made an engine that should top many rating lists; my only regret is that Don did not get to see this happen.

    I would like to mention the contributions of our webmaster Jesse Gersenson who has supported our website since Komodo 3, and of Jeremy Bernstein, who is mostly responsible for incorporating Syzygy tablebases into Komodo and also for the Android version of Komodo 8.

    Finally, I want to acknowledge the many ideas we've drawn from various open-source engines. While we've never used other people's code or weights, and never attempted to be similar to any other engine in overall design or in terms of which ideas to use or discard, every new idea challenges the way one thinks and this has been a source of inspiration.


    3. Gull 3 Score: 12.5 / 18 (TB: 96.50)

    Gull is a relative newcomer on the elite computer chess scene. This free and open-source engine is helmed by Vadim Demichev and was inspired by two older chess programs, Ivanhoe and Strelka.

    Gull gained 11 rating points in the new CCRL 40/40 pure rating list (a method that allows only one version per engine family, removing distortion), earning it the number-five slot in the ranks of the known universe’s best chess players.


    2. Stockfish 7 Score: 14.0 / 18 (TB: 106.75)


    Get Notified

    Get notified about new releases by following us on Twitter, liking us on Facebook, or reading our blog.

    Engine Authors

    The Stockfish engine was developed by Tord Romstad, Marco Costalba, and Joona Kiiski. It is now being developed and maintained by the Stockfish community.

    App Authors

    Stockfish for Mac was built by Daylen Yang. Stockfish for iOS was built by Tord Romstad.


    The Stockfish project started with the open source Glaurung engine, authored by Tord Romstad. In November 2008, Marco Costalba forked the Glaurung 2.1 code and introduced Stockfish 1.0. Tord and Joona Kiiski joined the Stockfish project and the Glaurung project slowly faded away. Meanwhile, Stockfish quickly rose to become the strongest open source chess engine, with frequent updates every few months. Today, it remains one of the strongest engines in the world.

    About this website

    This website was built by Daylen Yang. The Stockfish icon was designed by Klein Maetschke.

    About the GPL

    Stockfish is free, and distributed under the GNU General Public License Version 3 (GPLv3). Essentially, this means that you are free to do almost exactly what you want with the program, including distributing it among your friends, making it available for download from your web site, selling it (either by itself or as part of some bigger software package), or using it as the starting point for a software project of your own.

    The only real limitation is that whenever you distribute Stockfish in some way, you must always include the full source code, or a pointer to where the source code can be found. If you make any changes to the source code, these changes must also be made available under the GPL.


    Note: SugaR 2.2 is a Free UCI Engine based ideas Stockfish and other ideas

    1. SugaR 2.2 Score: 14.0 / 18 (TB: 113.00)

    Sugar is a free UCI chess engine derived from Stockfish It is not a complete chess program and requires some UCI-compatible GUI (e.g. XBoard with PolyGlot, eboard, Arena, Sigma Chess, Shredder, Chess Partner or Fritz) in order to be used comfortably. Read the documentation for your GUI of choice for information about how to use Sugar with it.

    This version of Sugar supports up to 128 cores. The engine defaults to one search thread, so it is therefore recommended to inspect the value of the Threads UCI parameter, and to make sure it equals the number of CPU cores on your computer.


    On Unix-like systems, it should be possible to compile Sugar directly from the source code with the included Makefile.

    Sugar has support for 32 or 64-bit CPUs, the hardware POPCNT instruction, big-endian machines such as Power PC, and other platforms.

    In general it is recommended to run make help to see a list of make targets with corresponding descriptions. When not using the Makefile to compile (for instance with Microsoft MSVC) you need to manually set/unset some switches in the compiler command line; see file types.h for a quick reference.

    Sugar is free, and distributed under the GNU General Public License (GPL). Essentially, this means that you are free to do almost exactly what you want with the program, including distributing it among your friends, making it available for download from your web site, selling it (either by itself or as part of some bigger software package), or using it as the starting point for a software project of your own.

    The only real limitation is that whenever you distribute Sugar in some way, you must always include the full source code, or a pointer to where the source code can be found. If you make any changes to the source code, these changes must also be made available under the GPL.


    Download this Tournament All Games

    Link: https://drive.google.com/file/d/0B2UT5R_pqrePZmFOZDZfam1SUHc/view


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