īoth are still working and are on display at the Museo Torres Quevedo in the Escuela de Ingenieros de Caminos, Canales y Puertos in Madrid. It also included a sound effect, with a voice recording announcing checkmate when the computer won the game. Leonardo's son Gonzalo made an improved chess automaton based on El Ajedrecista in 1920, which made its moves via electromagnets located under the board. In the first version, the pieces were plugged into the board, and the game states of check and checkmate were signaled with light bulbs. Here is an example game where White, following Torres' algorithm, checkmates the black King, who performs the best defense according to a chess endgame tablebase, recorded in Portable Game Notation: ġ. then the white king moves one square horizontally towards the black king.then if the rook is on the a- or h-file, it moves to the b- or g-file respectively, and vice versa.two squares, with the number of squares representing their horizontal distance apart being.then the king moves one square vertically towards the black king.one square, with the vertical distance between the two kings being.then the rook moves one square vertically towards the black king.is not in the same zone as the rook and the vertical distance between the black king and the rook is.then the rook moves away from the zone to either the a- or the h-file. Torres defined two zones for use in his algorithm, the first consisting of the a-, b-, and c- files, and the second consisting of the f-, g-, and h-files. When the black king was moved by hand, an algorithm calculated and performed the next best move for the white player. The pieces had a metallic mesh at their base, which closed an electric circuit that encoded their position in the board. Its internal construction was published by H. If the opposing player made three illegal moves, the automaton would stop playing. If an illegal move was made by the opposite player, the automaton would signal it by turning on a light. It did, however, checkmate the opponent every time. The automaton does not deliver checkmate in the minimum number of moves, nor always within the 50 moves allotted by the fifty-move rule, because of the simple algorithm that calculates the moves. In 1951, El Ajedrecista defeated Savielly Tartakower at the Paris Cybernetic Congress, being the first Grandmaster to lose against a machine. It was first widely mentioned in Scientific American as "Torres and His Remarkable Automatic Devices" on November 6, 1915. It created great excitement when it made its debut, at the University of Paris in 1914. The device could be considered the first computer game in history. It played an endgame with three chess pieces, automatically moving a white king and a rook to checkmate the black king moved by a human opponent. As opposed to the human-operated The Turk and Ajeeb, El Ajedrecista had a true integrated automation built to play chess without human guidance. Įl Ajedrecista (, English: The Chess Player) is an automaton built in 1912 by Leonardo Torres Quevedo in Madrid, one of the first autonomous machines capable of playing chess. First true automaton able to play chess Gonzalo, Torres's son (left), showing the automaton to Norbert Wiener at the 1951 Paris Cybernetic Congress.
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