Dr. Dietrich Prinz wrote the original chess playing program for a general purpose computer (the Manchester Ferranti). The program first ran in November 1951. Prinz was a researcher at Manchester University in England where the groundbreaking Mark I, Mark II, the Ferranti Mk computers were designed and built. Previously, special purpose machines designed only for playing chess had been invented. Dietrich Prinz was familiar with the chess-playing machine built by Torres y Quevedo. Prinz decided to work on the programming necessary to make a regular computer play chess. The early computers of 1950s have little of the computing power or memory compared to modern computers. The limitations of a Mark series computer did not allow for a whole game of chess to be programmed. Prinz could only program mate-in-two problems. The program would examine every possible move until a solution was found and took an average of fifteen minutes to do so, today's computers can solve the same problem in a fraction of a second. However, for its time Prinz's program was a marvel. The first checker-playing program was written by Christopher Strachey. It ran on the Ferranti Mark I in the Manchester Computing Machine Laboratory and was completed in 1952. Strachey was able to program an entire game of checkers, checkers being a much simpler game compared to chess. Dr. Dietrich G. Prinz was born on 29 March, 1903. He was educated at Berlin University, where his teachers included Planck and Einstein, and graduated with a Ph.D. in Philosophy. He left Germany in 1935 and settled in England. Prinz started working at Ferranti Ltd in 1947, and became involved in the firm's work with the Manchester Mark series of computers. Prinz was a programmer of the Manchester Mark I and the early Ferranti-Mark computers. In 1957, a full-fledged chess program was written by Bernstein for an IBM 704 at the Massachusetts Institute of Technology. In 1983, a chess program called Belle, designed at AT&T's Bell Laboratories, became the first to reach the U.S. master level of playing ability. In 1988, an IBM-designed program called Deep Thought, defeated one grand master and tied another.
Computer History Museum
The Computer History Museum, Mountain View, CA, www.computerhistory.org.) The home of the largest collection of computer artifacts in the world, which includes more than 4,000 hardware components and 10,000 images made up of films, videos and historical photos. Originally part of the Boston-based Computer Museum, the spin-off History Museum established itself in Silicon Valley in 1996. With plans for several phases of development, the museum is dedicated to computing history and its social impact. One of its most popular exhibits is "Visible Storage," where rare objects such as the Cray-1 supercomputer, the Apple I and the 1969 Honeywell "Kitchen Computer" are displayed. In 2005, a new exhibit opened featuring the history of computer chess and the five decades it took to build the machines that could challenge the worthiest of human players.
Computer History Museum
The Computer History Museum, Mountain View, CA, www.computerhistory.org.) The home of the largest collection of computer artifacts in the world, which includes more than 4,000 hardware components and 10,000 images made up of films, videos and historical photos. Originally part of the Boston-based Computer Museum, the spin-off History Museum established itself in Silicon Valley in 1996. With plans for several phases of development, the museum is dedicated to computing history and its social impact. One of its most popular exhibits is "Visible Storage," where rare objects such as the Cray-1 supercomputer, the Apple I and the 1969 Honeywell "Kitchen Computer" are displayed. In 2005, a new exhibit opened featuring the history of computer chess and the five decades it took to build the machines that could challenge the worthiest of human players.
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