%A XUE Yonghong, WANG Hongpeng %T Brief history and enlightenment of machine chess: From “Deep Blue” to AlphaZero %0 Journal Article %D 2019 %J Science & Technology Review %R 10.3981/j.issn.1000-7857.2019.19.012 %P 87-96 %V 37 %N 19 %U {http://www.kjdb.org/CN/abstract/article_15523.shtml} %8 2019-10-13 %X Taking the historical evolution as the main line, this paper combs and summarizes "Deep Blue" and AlphaGo from the aspects of design philosophy and technical features. Relied on human experience of chess, "Deep Blue" achieved transcendence with humans by means of computational power and algorithms. Twenty years later, AlphaGo, although its original version was also successful by using human experience, and its evolution revealed an important fact that human experience has its limitation. AlphaZero, which gives up human experience and adopts machine self-playing experience, convincingly defeated a world champion program in the games of chess and shogi (Japanese chess) as well as Go. It is clear that in chess games, limited by human cognition ability, experience accumulated by human beings for thousands of years is no longer superior to the "experience" formed by machines in a short term. Machines can do better than humans with the help of their own "experience", supported by enormous computing power and ever-improving algorithms. In the future, machines that "give up human experience and rely on their own experience" will likely make breakthroughs in more complex areas.