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Garry Kasparov

proper nounAlso: Garri Kasparov, Garry Kimovich Kasparov

In plain wordsA Russian chess world champion whose 1997 loss to IBM's Deep Blue computer became the symbol of machines overtaking people, and who later championed humans and computers working together.

  1. Russian chess grandmaster, born in Baku, whose matches against IBM's Deep BlueDeep Blue, prop. n.: IBM's chess computer that beat world champion Garry Kasparov in 1997, the first time a machine defeated a reigning world champion in a match under standard tournament conditions. became the defining contest between human and machine intelligence. He held the world title from 1985 to 2000 and was the top-rated player for most of two decades. In February 1996 he beat the machine 4–2, although it won the first game, the first time a reigning world champion had lost a game to a computer at standard time controls; in the May 1997 rematch in New York he lost 3½–2½. He suggested that the IBM team might have had human help during the games, which IBM denied; it declined a further match and retired the machine. He then championed 'advanced chess' (1998), in which each player teams with a computer, and argued that a human and machine working through a good process can outperform stronger machines alone, the centaurcentaur, n.: A human and an AI working as a team, each doing what it does best, like a chess player who consults a computer before every move. The name comes from the mythical half-human, half-horse creature. model of human–AI collaboration developed in his book 'Deep Thinking' (2017).

Related

See also
  • Deep BlueDeep Blue, prop. n.: IBM's chess computer that beat world champion Garry Kasparov in 1997, the first time a machine defeated a reigning world champion in a match under standard tournament conditions.
  • centaurcentaur, n.: A human and an AI working as a team, each doing what it does best, like a chess player who consults a computer before every move. The name comes from the mythical half-human, half-horse creature.
  • game treegame tree, n.: A branching diagram of every way a game could unfold: each point is a position, each branch a possible move, and the tips of the branches are wins, losses or draws.
  • alpha–beta pruningalpha–beta pruning, n.: A shortcut for game programs: tracking the best result each side is already sure of, it ignores lines of play that could only do worse, and when promising moves come first it searches about twice as deep.
  • augmentationaugmentation, n.: Using AI to help people do their work better or faster while they stay in charge, instead of having the AI do the job on its own.
  • AlphaZeroAlphaZero, prop. n.: A 2017 DeepMind program that taught itself chess, shogi and Go from nothing but the rules by playing against itself, and within hours of training beat the strongest existing programs.

Sources

  1. Kasparov, G. (2010). The Chess Master and the Computer. The New York Review of Books, 11 February 2010.
  2. Kasparov, G. with Greengard, M. (2017). Deep Thinking: Where Machine Intelligence Ends and Human Creativity Begins. PublicAffairs.