AI Machine Beats Champion Chess Program

, the game-playing AI created by Google sibling DeepMind, has beaten the world’s best chess-playing computer program, having taught itself how to play in under four hours. The repurposed AI, which has repeatedly beaten the world’s best Go players as AlphaGo, has been generalised so that it can now learn other games. It took just four hours to learn the rules to chess before beating the world champion chess program, Stockfish 8, in a 100-game match up. AlphaZero won or drew all 100 games, according to a non-peer-reviewed research paper published with Cornell University Library’s arXiv.


Starting from random play, and given no domain knowledge except the game rules, AlphaZero achieved within 24 hours a superhuman level of play in the games of chess and shogi [a similar Japanese board game] as well as Go, and convincingly defeated a world-champion program in each case,” said the paper’s authors that include DeepMind founder Demis Hassabis, who was a child chess prodigy reaching master standard at the age of 13.

“It’s a remarkable achievement, even if we should have expected it after AlphaGo,” former world chess champion Garry Kasparov told “We have always assumed that chess required too much empirical knowledge for a machine to play so well from scratch, with no human knowledge added at all.

Computer programs have been able to beat the best human chess players ever since IBM’s Deep Blue supercomputer defeated Kasparov on 12 May 1997DeepMind said the difference between AlphaZero and its competitors is that its machine-learning approach is given no human input apart from the basic rules of chess. The rest it works out by playing itself over and over with self-reinforced knowledge. The result, according to DeepMind, is that AlphaZero took an “arguably more human-like approach” to the search for moves, processing around 80,000 positions per second in chess compared to Stockfish 8’s 70m.

After winning 25 games of chess versus Stockfish 8 starting as white, with first-mover advantage, a further three starting with black and drawing a further 72 games, AlphaZero also learned shogi in two hours before beating the leading program Elmo in a 100-game matchup. AlphaZero won 90 games, lost eight and drew 2. The new generalised AlphaZero was also able to beat the “super human” former version of itself AlphaGo at the Chinese game of Go after only eight-hours of self-training, winning 60 games and losing 40 games.

While experts said the results are impressive, and have potential across a wide-range of applications to complement human knowledge, professor Joanna Bryson, a computer scientist and AI researcher at the University of Bath, warned that it was “still a discrete task“.


Artificial Intelligence: The Rise Of The Machines

In a milestone for artificial intelligence, a computer has beaten a human champion at a strategy game that requires “intuition” rather than brute processing power to prevail, its makers said Wednesday. Dubbed AlphaGo, the system honed its own skills through a process of trial and error, playing millions of games against itself until it was battle-ready, and surprised even its creators with its prowess.

go game

AlphaGo won five-nil, and it was stronger than perhaps we were expecting,” said Demis Hassabis, the chief executive of Google DeepMind, a British artificial intelligence (AI) company.

A computer defeating a professional human player at the 3,000-year-old Chinese board game known as Go, was thought to be about a decade off. The clean-sweep victory over three-time European Go champion Fan Huisignifies a major step forward in one of the great challenges in the development of artificial intelligence—that of game-playing,” the British Go Association said in a statement. The two-player game is described as perhaps the most complex ever designed, with more configurations possible than there are atoms in the Universe, Hassabis says. Players take turns placing stones on a board, trying to surround and capture the opponent’s stones, with the aim of controlling more than 50 percent of the board. There are hundreds of places where a player can place the first stone, black or white, with hundreds of ways in which the opponent can respond to each of these moves and hundreds of possible responses to each of those in turn.