Wednesday, April 29, 2015

Not All Chess is Equal: Computer Influence and Historical Development of Two Chess Formats

Not all chess is equal, nor does time treat it as such. Correspondence chess and over-the-board (OTB) chess, while similar to each other in some respects, are dissimilar in many other respects. For example, the time limit is a more pressing consideration in OTB chess, and many errors and blunders are committed when time is short on the clock. A second difference between OTB chess and correspondence chess is the ban on trying moves before playing them during OTB chess. The correspondence player does not face this limitation. The quality of chess also differs between correspondence chess and OTB chess. Of particular interest for this article are the different impacts computer chess has had upon practical play and the historical development of both formats.

Cecil Purdy, the 1st World Correspondence Chess Champion, recalled his transition from OTB chess to correspondence chess where he, a professional OTB player at the time, was soundly beaten by an amateur correspondence player. Purdy wrote:

“What was I to deduce? I … had been trounced by an amateur … not because I had played below my strength, but simply because he had played more strongly. I realized that he had given the games more study than I had, but – this is the point – I had never before suspected how much difference that extra study might make.
I was forced to conclude that the game I had been playing over the board was relatively superficial. I now know that this applies even to the great crossboard players; I have proved it and accept it as commonplace, but in 1936 it was a new thought to me.
I had been writing of the ‘machine-like accuracy’ of the wizards of the game. I now realize that this is purely an illusion.” 1

A lot has changed in the chess world since Purdy’s epiphany in 1936. Neither have the differences between the two formats stayed constant; time has allowed additional factors to differentiate the two formats. The introduction and widespread availability of personal computers, mobile devices (e.g., cell phones, tablets), and of grandmaster strength chess engines (e.g., Droidfish & Stockfish) is one such major change. The chess of yesteryear was a pure battle between minds. The chess of today is a hybrid of human creativity and computer calculation, though the extent and impact of computer influence may be quite disproportionate between the two chess formats, OTB vs. correspondence.  

Modern chess is influence by chess engine analysis in OTB chess whenever a player plays a move he/she remembers from home study using engine analysis. We’ve also seen a number of incidents of more straightforward and direct use of engines, as in recent allegations of cheating. The Bulgarian Master, Borislav Ivanov, has been accused of using mobile devices to propel his rise in rating. Similarly, Georgian chess champion Gaioz Nigalidze was expelled and banned from the Dubai Open Chess Tournament. For interesting discussion, please see Garry Kasparov is a Cyborg, or What ChessBase teaches us about technology

Computer analysis pervades modern correspondence chess. The International Correspondence Chess Federation allows for the use of computer analysis as an aid during the game. The USCF, however, prohibits the use of engines during play; but it does allow for players to consult books and previously published material during the game.

It is through this published material that computer analysis seeps into USCF correspondence chess. It is becoming increasingly common for chess books to include computer evaluations. One such book is Fundamental Chess Endings by Karsten Muller and Frank Lamprecht. This book “makes full use of endgame tablebases and analytical engines that access these tablebases; where previous authors could only make educated guesses.” Books on chess openings also provide an avenue through which published computer analysis can influence chess even in forums where engine use is not allowed.

Computers will continue to shape chess in the coming years. Over time, computer analysis in reference material will cover an increasing number of individual, unique chess positions. The progression will continue from positions where computer analysis is of the most value such as familiar tabiyas especially in positions where tactics are king, or where forcing sequences abound. Critical positions in hotly debated variations will also increasingly become available in reference material.

Naturally, through this piecemeal process, a pattern of computer analysis of individual positions will continue to spontaneously develop. The pattern itself will not develop in an entirely random fashion; instead, it will have a tendency to proceed according to the perceived value of computer analysis in individual positions – from highest value to lowest.3 The unplanned, spontaneous, piecemeal process describes above will continue to unfold without the need for any central planning, yet it will continue to show definite signs of order and structure.

Ordinary correspondence players will also play a major role in this process whereby computer analysis enters into the public domain. Correspondence players have long realized the benefits of writing analysis down. Speaking of the amateur correspondence player who gave Cecil Purdy a sound beating, Purdy wrote that his “most important hint was to write down all your analysis at every move. When I began playing CC competitively, I followed this advice and found it extremely useful. You inevitably write down many moves that turn out to be bad, but this at any rate saves you from looking at them again, for you have recorded the refutations." 2
 
Today, the analysis written down is often computer analysis of the highest quality. Much of this analysis remains in the private collection of an individual correspondence player; however, options are available to share one’s own analysis with the world. One such option is the Open Encyclopedia of Chess Openings, which is an attempt compile computer analysis of individual chess positions. This website is my own approach for consolidating computer evaluations of individual chess positions. I spend a portion of my time uploading relevant computer analysis that I’ve produced and/or collected over the years. There is plenty of room for improvement upon my methods. Moreover, this process could be fully and seamlessly automated. For example, a Droidfish-like application could 1) produce the analysis, 2) translate the analysis into wikitext, and finally 3) save the analysis turned wikitext into an online wiki. I’ve made some progress towards these goals, but it remains a hobby that frequently takes a back seat when other matters are more pressing.

In conclusion, over-the-board chess and correspondence chess are two formats with differences and incongruence. Some of these differences are timeless, while other factors are recent developments. Computer chess engines are one such factor that has had a disproportionate impact on the two formats of chess. Though the extent of computer influence may differ between OTB and correspondence chess, the common theme is that computer analysis is becoming increasingly influential, even where real-time computer engine use is prohibited. There are theoretical reasons to suggest that the pattern by which computer evaluations and moves enter into the public domain will do so in a non-random way according to a perception of value of individual positions and variations. Freak possibilities such as, say, 1.f3 f6 2.Kf2 Kf7 3.Ke3 Ke6 will tend to be among the last positions for which computer analysis enters into the public domain, while well-trodden lines in the Ruy Lopez, Marshall Variation are already published and available to the general public. Lastly, one resource devoted to consolidating computer analysis of chess positions is the Open Encyclopedia of Chess Openings.

1. Purdy, C.J.S. How Purdy Won: The Correspondence Chess Career of a World Champion, pp. 17-18
2. Ibid. p.19
3. “As an apple falls from a tree and the stars move according to the laws of gravity, one Robinson Crusoe and an empire of 100 million obey the same law of value when it comes to economic activity” - Emil Sax, http://tinyurl.com/kj9ndyp

Friday, April 3, 2015

The Open Encyclopedia of Chess Openings (OECO) wiki can be found at: http://oeco.hopto.org/mediawiki/index.php
The OECO wiki is an online repository for computer (and human) chess analysis. Each OECO page represents a unique chess position along with either White or Black's turn to move, and each page may be supplemented with computer analysis of the position.

Everyday, people around the world use chess software to analyze chess positions. Unfortunately, the majority of this analysis remains inaccessible to the rest of the world, sitting idle on someone's hard drive, tablet, or phone. For the rest of us, we must reinvent the wheel so-to-speak and analyze the same position ourselves.
Imagine the wealth of concrete chess analysis that could be assembled if all this widely dispersed analysis were to be freely available to everyone. Rather than analyzing for hours, and duplicating the efforts of others who may have already thoroughly analyzed the same position, this information can be found nearly instantly via a simple web query.

For example, consider the position after 1.f3, the Barnes or Gedult's opening. What is Black's strongest reply? Second strongest? Least strong? This information, along with the evaluation of all twenty of Black's replies to 1.f3 can be found on the OECO wiki: 1.f3
Over time, the wiki continues to be further enriched through new contributions of computer analysis. Uploading this analysis can be done manually by editing the relevant wiki page as one would make a Wikipedia entry.
Java-based computer software is also under development to automate the process of creating and formatting wiki pages. This software takes the PGN notation and translates the PGN into the wiki markup language, wikitext.

Perhaps in the not-to-distant future, the OECO will have its own (mobile) application. Such an app could query the online OECO database for existing computer analysis of any particular position prior to performing any new analysis of its own, and to allow for computer analysis (e.g., Droidfish analysis) to be saved directly and effortlessly to the OECO wiki!

Wednesday, June 22, 2011

Towards Solving Chess … and a Technological Singularity?

From the dawn of the computer-chess era to the present, numerous advances on both the hardware side as well as on the software side have occurred. Indeed, technology in general has advanced at a rapid pace during the past 60 years. Where will Moore’s Law ultimately lead humanity?[1][2] What role might the game of chess play in shaping the future of mankind?

Courtesy of Ray Kurzweil and Kurzweil Technologies, Inc.
If we are to believe the predictions of certain futurists, a technological singularity will occur sometime in the 21st century. Although there are competing schools of thought concerning the nature of the Singularity, many Singularity Theorists agree that the creation of smarter-than-human artificial intelligence is possible if not inevitable[3][4] and such a development will usher in a new era of extremely rapid technological progress. According to Dr. Vernor Vinge:

When greater-than-human intelligence drives progress, that progress will be much more rapid. In fact, there seems no reason why progress itself would not involve the creation of still more intelligent entities -- on a still-shorter time scale.
The game of chess also makes an appearance in a number of the writings of Singularity Theorists (see here, here, here, here). Dr. Vinge, in his NASA sponsored 1993 paper, even goes so far as to identify a human + computer symbiosis in chess (i.e. advanced chess) as a key project that might “serve to advance us toward the Singularity along the IA Path.” Dr. Vinge wrote:
When people speak of creating superhumanly intelligent beings, they are usually imagining an AI project. But as I noted at the beginning of this paper, there are other paths to superhumanity. Computer networks and human-computer interfaces seem more mundane than AI, and yet they could lead to the Singularity. I call this contrasting approach Intelligence Amplification (IA). IA is something that is proceeding very naturally, in most cases not even recognized by its developers for what it is. …
Here are some possible projects that take on special significance, given the IA point of view:

Allow human/computer teams at chess tournaments. We already have programs that can play better than almost all humans. But how much work has been done on how this power could be used by a human, to get something even better? If such teams were allowed in at least some chess tournaments, it could have the positive effect on IA research that allowing computers in tournaments had for the corresponding niche in AI.
If the Singularity Theorists are correct then chess may be more than just a past time; chess may hold a key to the future of humanity. The Open Encyclopedia of Chess Openings (OECO) is but one project that promotes research into human + computer partnerships in chess. Everyone is welcome to join today to become an OECO contributor and/or to express their appreciation for the creation of a user + computer generated encyclopedia of chess openings.

Tuesday, May 3, 2011

Advanced Chess Supercomputer?


In a 2006 paper, Professor Yochai Benkler wrote “a novel system of production … has produced … the fastest supercomputer.” The novel system of production to which Benkler was referring is commons-based peer production and the supercomputer that Benkler had in mind is the SETI@home project. Can the Open Encyclopedia of Chess Openings effectively harness the power of commons-based peer production to create the equivalent of an advanced chess supercomputer?
Commons-based peer production (CBPP) is “a socio-economic system of production that is emerging in the digitally networked environment. Facilitated by the technical infrastructure of the Internet, the hallmark of this socio-technical system is collaboration among large groups of individuals, sometimes in the order of tens or even hundreds of thousands, who cooperate effectively to provide information, knowledge or cultural goods without relying on either market pricing or managerial hierarchies to coordinate their common enterprise [emphasis mine]” (Benkler 2006).
The SETI@home project is an example of both commons-based peer production and distributed computing. This project “is a scientific experiment that uses Internet-connected computers in a Search for Extraterrestrial Intelligence (SETI). The data sets collected from large radio telescope observations are immense. The project was organized to harness the computer processing cycles of millions of volunteers with computers connected to the Internet to process these vast data sets. Participants download a small free program that functions as a screen saver when they are not using their computers. At that point, it downloads and analyzes radio telescope data. According to statistics maintained on the SETI@home website, as of August, 2003, the project had absorbed over 4.5 million users from 226 countries, and provided an average computation speed almost twice that of the fastest “supercomputer” then in operation in the world” (Benkler 2006).
While the SETI@home project requires relatively little effort from the end-user besides downloading and installing the BOINC program, other CBPP projects involve a greater amount of active participation by project participants. Take, for example, the NASA Clickworkers experiment. “In this project, tens of thousands of individual volunteers collaborated in five-minute increments to map and classify Mars’s craters, performing tasks that would normally require full-time PhDs working for months on end, freeing those scientists for more analytic tasks” (Benkler 2006).
The Open Encyclopedia of Chess Openings provides yet another means by which individuals can direct their otherwise underutilized energies and the unused computing power of their computers towards productive ends that produce value for other members of society. As Benkler wrote in a different paper, “peer production draws effort that in many cases would otherwise have been used in purely non-productive consumption—say, watching television instead of marking craters on Mars, ranking websites for the Open Directory Project, or authoring entries for Wikipedia. On a macro level of social productivity, then, an economic system that incorporates peer production as one component in its production system will add a vehicle for tapping effort pools that would otherwise not be used productively at all” (Benkler 2002).
Everyone is welcome to join the Open Encyclopedia of Chess Openings and to participate alongside other human+computer teams as we analyze and map the topical variations of opening variations. Come be a part of the world’s first advanced chess supercomputer. 


Benkler, Yochai. (2002), Coase's Penguin, or, Linux and the Nature of the Firm. The Yale Law Journal 112(3)
Benkler, Y. and Nissenbaum, H. (2006), Commons-based Peer Production and Virtue. Journal of Political Philosophy, 14: 394–419. doi: 10.1111/j.1467-9760.2006.00235.x

Sunday, April 10, 2011

Towards Perfecting Advanced Chess

A relatively new mode of social production (i.e. commons-based peer production) is now being used to generate chess opening theory and to extend opening theory deep into the middle game. The result may be a more advanced form of advanced chess.

Advanced chess is a form of competitive chess, popularized by Garry Kasparov, in which at least one human pairs together with at least one computer chess program to form a team. Teams of human + computer then compete against other human + computer teams. Ideally, advanced chess combines the strongest attributes of human chess players with the strongest attributes of computer chess programs. The resulting quality of chess produced by a human/computer advanced chess team is often considered to be superior to that which could have been produced by either a lone human grandmaster or a lone computer program.

While computer chess programs are generally recognized to excel in positions requiring tactical precision, computer programs nevertheless suffer the handicap of having blindness beyond their move horizon. Humans, on the other hand, frequently display superiority in judging positions where strategic insight is crucial. However, humans are demonstrably inferior to computer programs in most tactically complex situations.

The combination of human + computer program produces a chess playing entity which is able to expertly sail through the sea of tactical complications while also anticipating the ocean beyond the computer program’s move horizon.

So, what could possibly produce a higher quality of chess than that produced by a team of humans paired together with the strongest chess programs? The answer may lie simply in the creation of an advanced chess peer-review process.

This advanced chess peer-review process is the foundation upon which the Open Encyclopedia of Chess Openings (OECO) is built. Advanced chess teams (human + computer) analyze chess positions and add the resulting analysis to the OECO wiki. This analysis is public and subject to review by other teams of humans plus computers.

In this way, the OECO brings together a community of human minds, each with its own unique chess perspective, and a variety of computer programs, each with their own strengths and weaknesses, in order to continually and relentlessly iron out all of the wrinkles (i.e. mistakes) of the collective body of existing analysis. Computer analysis guided by human judgment is followed by counter-analysis and counter-judgment in a dialectical process which may ultimately converge upon chess perfection.

Sunday, April 3, 2011

Wiki Accounts

The Open Encyclopedia of Chess Openings (OECO) wiki now provides chess players the ability to create their own OECO wiki account. (OECO accounts enable the account holder to edit the wiki).

Only two pieces of information are required in order to create a OECO
wiki account:
1) Username
2) Password
Other fields are optional.

The previous method required prospective members to first email
gary@finaltheoryofchess.com. Accounts were then manually created based
upon these email requests.

We hope that the new system streamlines the process of new account
creation and encourages greater numbers of chess players to become
active contributors to the wiki.

Everyone is welcome to bring their own unique contribution to the Open Encyclopedia of Chess Openings.

Saturday, March 19, 2011

Campaign for Chess Opening Diversity

Does the Open Encyclopedia of Chess Openings not have coverage of the chess opening that you are looking for?

Join today and help us with our new Campaign for Chess Opening Diversity!

Please help us as we launch a new campaign to expand the number of openings which are covered within the Open Encyclopedia of Chess Openings (OECO). Greater opening diversity, we hope, will increase the value of the OECO for the chess community at large.

Currently the OECO only addresses a relatively narrow set of chess openings albeit in considerable detail. In the coming months, we hope to expand that number to include most commonly played openings.

We encourage all current members of the OECO community as well as any chess player who is thinking about joining to consider adding a few wiki pages about an opening which has yet to be given any coverage.

Membership is free. 

The triumph of the analytical movement, which formed in the '30's and '40's, was precisely what earned the Soviet masters the acclaim of chessplayers the world over. Unfortunately, it must also be noted that, for today's chessmasters, the watchword is practicality. - Mikhail Moiseyevich Botvinnik