Vladimir Kramnik

I am convinced, the way one plays chess always reflects the player's personality. If something defines his character, then it will also define his way of playing.

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[Event "IBM Kasparov vs. Deeper Blue"]
[Site "New York, NY USA"]
[Date "1997.05.04"]
[Round "2"]
[White "Deeper Blue"]
[Black "Kasparov, Garry"]
[Result "1-0"]
[Annotator "David Hayes"]
[BlackElo "2700"]
[ECO "C93"]
[TimeControl "0"]
[WhiteElo "unknown"]

{ "I've come to watch the best chess player in the world and Garry Kasparov."
So stated IBM President Louis Gerstner at the IBM Chess Challenge Rematch.
It takes more than calculating power to beat the best human chess players.
It takes creative strategic plans. It takes a brain; an artificial brain.
In 1996, an IBM development team thought they had such a brain in their Deep
Blue supercomputer. They were wrong. Their electronic brain lost a 6-game
challenge match with the World Chess Champion Garry Kasparov. The fact that a
human could win decisively against Deep Blue demonstrated the fantastic power
of real intelligence. However, the win was not entirely one sided. The
computer managed to defeat Kasparov in one game after a human error or two.
Analysts dismissed the win as nothing more than luck. The machine still had
no brain.|Only a year later in 1997, IBM fielded a new brain appropriately
nicknamed Deeper Blue. Both its hardware and software were more advanced. The
six games of the rematch were watched around the world via the computer
Internet. Kasparov crushed Deeper Blue in the first game. While many quickly
predicted a repeat of the 1996 result, the IBM team adjusted the computer
overnight before the second game.|In this, the second game of the rematch,
Garry Kasparov is crushed by the uncharacteristic strategic planning of the
artificial brain. Deeper Blue repeatedly found the correct pawn moves to make
inroads into all areas of the board. It avoided complications which may have
allowed Kasparov counterplay. So tremendous was the depth of the computer's
strategic judgement, that Garry Kasparov resigned in a drawn position. This
chess playing machine has a brain.|In game 2, IBM's Deeper Blue
demonstrated a human style of play. Grandmaster Joel Benjamin stated, "any
Grandmaster would have been proud to play white's game." Garry Kasparov
seemed devastated by this electronic brain's handling of game 2 based on his
own comments. Apparently, he was unable to recover for the rest of the match.
In the sixth and last game of the match, Kasparov was crushed in the shortest
defeat of his career resulting in a clear victory overall for Deeper Blue.
This event marked the end of human domination of the game of chess.|Sadly,
the IBM team has only allowed its Deeper Blue to play twelve games and only
against one single opponent. Perhaps IBM feels it cannot risk the reputation
of its "blue-eyed" baby against some PC or mere mortal. As such, it is
impossible to tell how strong the machine truly is or what are its
weaknesses. So the rest of the world (less Kasparov) are left with more
questions than answers. } 1. e4 { C93: Closed Ruy Lopez: Smyslov Variation } 1... e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Be7 6. Re1 b5 7. Bb3 d6 8. c3 O-O 9. h3 h6 10. d4 Re8 11. Nbd2 Bf8 12. Nf1 Bd7 13. Ng3 Na5 14. Bc2 c5 15. b3 Nc6 16. d5 Ne7 17. Be3 Ng6 18. Qd2 Nh7 19. a4 Nh4 20. Nxh4 Qxh4 21. Qe2 Qd8 22. b4 { A good positional move demonstrating Deep Blue's strategic plan. Is it
possible Deep Blue can make and assess ideas and plans? This plan calls for
queenside expansion gaining space to maneuver, and the creation of one or
more open files for white's rooks. Black cannot try, 22... c4 which closes
the queenside preventing black counter play. The exchange on b4 allows white
to take the c- or a-files with his rooks. Black cannot resist white's control
of these files because his queen prevents his rooks from swift movement to
the file. Kasparov tries to remedy this weakness by moving his queen off the
back rank so his rooks can communicate. Then Deep Blue moves a rook onto the
c-file hoping to force black to push c4, or exchange on b4. } 22... Qc7 23. Rec1 c4 24. Ra3 Rec8 25. Rca1 Qd8 26. f4 Nf6 27. fxe5 dxe5 28. Qf1 Ne8 29. Qf2 Nd6 30. Bb6 Qe8 31. R3a2 Be7 32. Bc5 Bf8 33. Nf5 Bxf5 34. exf5 f6 35. Bxd6 Bxd6 36. axb5 axb5 37. Be4 { This is quite possibly the best move ever made by a
computer as of the date of this match. It demonstrates enormous understanding
of the position. This move is good not because of what it does, but because
of what it does not do. It does not allow black any counter play by moving
the e-pawn forward giving scope to the tall pawn on d6. It does not invade
prematurely with Qb6. The delicate balance on this board is clearly in
white's favor. } 37... Rxa2 38. Qxa2 Qd7 39. Qa7 Rc7 40. Qb6 Rb7 41. Ra8+ Kf7 42. Qa6 { Deep Blue played a very human game to include an occasional inaccuracy.
Here a faster way to a clearer win is 42. Qc6 Rc7 43. Qxd7+ Rxd7 44. Ra6
where black cannot come to the defence of his b-pawn in time. Still, black
has counter play after 44... Ke7 45. Rb6 Ra7 46. Rxb5 Ra3. Perhaps Deep Blue
was correct! } 42... Qc7 43. Qc6 Qb6+ 44. Kf1 Rb8 45. Ra6 { Another error on Deep
Blue's part. This move actually allows black to draw. The draw by perpetual
check is not easy to find. 45... Qe3!! 46. Qxd6 Re8! 47. h4! h5! Either 45.
Qd7+ or 45. Qxb6 should win for white. For example, 45. Qd7+ Be7 46. Ra7 Qd8
47. d6 is winning. Kasparov resigned on the next move in error not having
found the drawing line. He feared the line: 45... Qxc6 46. dxc6 allowing
white's bishop to enter the game on d5. Kasparov's pawns would begin to fall
under this pressure. } 1-0