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[[Chess]] enthusiasts and computer engineers have attempted to build, with increasing degrees of seriousness and success, chess-playing machines since [[1769]]. Motivations can essentially be consolidated into two: firstly, to build a machine to play chess with for solo entertainment, and secondly, to investigate chess as a problem which might provide some insight into human cognition. In this view, the history of computer chess is both a spectacular success and a virtually complete failure.
Chess-playing computers are available for negligible cost, and there are many programs (even the free [[GNU Chess]], Amy, Pepito, [
However, to the surprise and disappointment of many, chess has taught us little about building machines that offer human-like intelligence, or indeed do anything except play excellent chess. For this reason, computer chess, (as with other games, like [[Scrabble]]) is no longer of great academic interest to researchers in [[artificial intelligence]], and has largely been replaced by more intuitive games like ''[[game of go|go]]'' as a testing paradigm. Chess-playing programs essentially explore huge numbers of potential future moves by both players and apply a relatively simple evaluation function to the positions that result where as a game like ''go'' [[computer go|challenges]] programmers to consider conceptual approaches to play.
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