Nearly 25 years in the past, world chess champion Garry Kasparov was defeated by the IBM supercomputer Deep Blue in a collection of matches watched round the world. The Guardian’s US deputy sport editor, Bryan Graham, tells Michael Safi he vividly remembers these video games, performed in his house city of Philadelphia, Pennsylvania. It appeared as if chess had been modified ceaselessly.
Now the recreation of chess is in the midst of one other pivotal transformation. With the rise of on-line chess and the current success of the Netflix present The Queen’s Gambit, the recreation has by no means been extra common – or accessible. But breakthroughs in computing have made it more and more cold: prime gamers merely examine and memorise the ‘perfect’ strikes (as decided by computer systems), reinforcing a method of play that most of the time ends in a draw.
The first 5 video games on this yr’s world championship in Dubai – which all led to ‘perfect’ attracts – appeared to be following a well-known sample. But then, reigning world champion Magnus Carlsen stunned his opponent – and chess followers in all places – in a match that upended expectations, offering a symbolic win for people over machines.
Photograph: Jon Gambrell/AP
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