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Posted by markusw 10 hours ago

Could a modern chess engine on a Pentium have defeated Kasparov in 1996?(nicholas.carlini.com)
276 points | 132 commentspage 2
emil-lp 6 hours ago|
This is very cool. But yes, totally unsurprising that a megahertz machine with 100MB+ available ram has >2500 ELO.
remus 5 hours ago||
> But yes, totally unsurprising that a megahertz machine with 100MB+ available ram has >2500 ELO.

I think this is underselling it a bit. If you'd told this to the IBM engineers at the time I think they would have taken great interest in how the performance was achieved.

skew-aberration 5 hours ago|||
I grew up with these machines around, and as a kid they seemed to so much more powerful than humans. It's kinda weird to think that I became 'smarter' than them eventually. I suspect they will be able to run superhuman AI one day too.
myrmidon 5 hours ago||
I don't think that real-time, superhuman AI performance is ever gonna happen with <1b parameter models.

Biology had a lot of time, attempts and pressure to make this work but even the most optimized lines (something like a magpie) need more complexity (almost a billion neurons) to get a fraction of superhuman intelligence.

Results with small artificial neural nets are very limited so far, too.

skew-aberration 4 hours ago||
On the other hand, symbolic reasoning easily gets superhuman results in narrow domains. The Robbins Conjecture was proved on hardware like that in 1996 after 60 years. You could check out this theorem prover benchmark suite that has been maintained for over 30 years https://www.tptp.org/
gattilorenz 5 hours ago||
Except it has 64MB of RAM... Anyway, in the early 2000s machines were already doing better than DeepBlue, so it didn't last long
emil-lp 5 hours ago||
Okay, but probably also a turbo button, which is tantamount to cheating.
mkl 5 hours ago||
The turbo button slows the CPU down so old programs that depend on clock speed (e.g. early games) run correctly.
emil-lp 1 hour ago||
No, I'm pretty sure the turbo button injects oxygen directly into the CPU.
vhcr 5 hours ago||
> As it turns out, the majority of the Elo gains (+720 of the +1335 gained) can be attributed to better programming, and not better hardware.

It's not so easy, a lot of that better programming can be attributed to better hardware, it wouldn't have been possible to implement NNUE or Fishtest without modern hardware.

pjankiewicz 1 hour ago||
I agree. It is hard to make a separation between what is possible thanks to programming vs hardware. It is only easy to analyze post factum that certain ideas worked. Maybe there are also other factors that are important - time, availability of hardware, knowledge dissemination. What would be possible if the hardware stopped improving.
aaron695 4 hours ago||
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Sopel 5 hours ago||
Cool exploration, and very much needed because depressingly few people who use these engines actually understand this.

Back in 2021 I got cfish and weiss working on a 386sx, though didn't test it much. cfish was doing 5k nps so some results can be extrapolated. NNUE complicated things due to RAM requirements. Though I did train a small one for lichess at some point and they can be surprisingly good.

edit. A good view on the continuous progress of Stockfish itself https://nextchessmove.com/dev-builds

PowerElectronix 4 hours ago||
Very cool project. It seems incredible that such a "humble" device for the time would match and beat deep blue. It must be true that software has been living off hardware for a very long time, even if as others comment, the latest developments in software have only been possible after hardware got much much better.
hn_submit 3 hours ago||
Interesting article. Have we just acquired better insights into programming chess? Are ELO ratings guaranteed to predict whether a machine can beat a human or can a human outsmart a higher ELO rated chess program?
pjankiewicz 1 hour ago|
At some point comparing human chess to algorithms stopped making any sense. So there is no realistic pool of games between AI and humans. We would lose every game and vs AI a human ELO would go to 0 (not sure if that is technically possible). It is like this for probably 15 years.

ELO is like probability. A 100 ELO difference is something like 2x odds of winning a game and over a lot of tries it tends to be quite accurate. That was also an argument from Magnus Carlsen that to compare human ELO you need a lot of games and he didn't want to take part in classical world championship quoting this reason (among others).

fergonco 4 hours ago||
A modern chess engine would definitely have defeated Kasparov in 1996. It would have had a database containing all the games, particularly that strange game against a computer nobody knew anything about, which seemed to be able to anticipate all of Kasparov's moves.
gobdovan 4 hours ago|
Even without an explicit DB it would have been quite strong, core Stockfish would be enough to beat any human as well. Ofc learnings from strange games would still be compressed somewhere in the eval functions.
BobbyTables2 4 hours ago||
Makes me wonder if a modern ESP32 could have beaten him.

Of course, “human vs supercomputer” is more exciting to the public than “human vs toaster controller”, especially when the latter in small quantities costs less than a cup of coffee.

zellyn 5 hours ago||
When I tried this with a 6502 (Apple II), it did not work. It was just too underpowered for enough modern algorithms to kick in. It might also be an LLm-driving skill issue of course!

https://github.com/zellyn/8fish

mcksp 4 hours ago|
Nice post, thanks.

On a kinda similar note i always wander that about indie video games. We have this massive hits like balatro, vampire survivors, that easily could be made in the era of SNES or N64. But somehow we have to wait 30 years to get them.

It clearly wasn't technical side of things that prevented that, but also I don't believe it was lack of creativity.

Some could argue that it is just what art is, we will get every year some new thing, creating all "possible and meaningful" art right now isn't even valid thing to consider, because art isn't about exhausting a finite set of possibilities.

But at the other hand some mechanics, design solutions in the hindsight seem kinda obvious and make me wonder, what things we do not see now, but will look obvious to people 30 years from now.

jameshart 4 hours ago||
Just because a game could graphically have been displayed on an N64 doesn’t mean the game could be built. Vampire Survivors has hundreds of units on screen at a time firing hundreds of projectiles and weapon effects; running those on a memory bandwidth-constrained 93MHz single core processor in 4MB of RAM would be, uh… a challenge.
jerjerjer 1 hour ago||
Balatro possibly could have.
retsibsi 4 hours ago|||
> We have this massive hits like balatro, vampire survivors, that easily could be made in the era of SNES or N64. But somehow we have to wait 30 years to get them.

> It clearly wasn't technical side of things that prevented that, but also I don't believe it was lack of creativity.

I don't know those specific games, but I think this often happens because, although the thing has been technically possible for decades, it used to be relatively difficult/expensive/obscure, and now it's far more accessible.

In those days, writing and publishing a SNES game was something that relatively very few people would have even thought to attempt, let alone had the knowledge and skills and capital to pull off successfully. Nowadays, creating and publishing a SNES-level game is comparatively very easy (at the technical level, that is; making a good original game is of course still hard), and so a large portion of the people with an idea and some motivation can actually go ahead and do it. And now that games are fully mainstream, there will be more of those people in the first place. Many of the resulting games won't be very interesting, but collectively we're exploring the design space much more quickly.

edit: I was probably silly to focus on literal SNES games instead of 'SNES era' games, but the point still stands: creating games for any platform back then was harder and more obscure than it is now (especially given that we're talking about a technical level that required quite efficient use of the hardware back then, but can be done with extremely inefficient use of the hardware now).

swiftcoder 3 hours ago||
> it used to be relatively difficult/expensive/obscure

I don't know I fully agree with this. Consoles always had the "walled garden" thing going for them, but on the other side of things, developing games became so cheap and easy during the personal computer revolution that whole industry collapsed in '83 under a massive flood of shovelware...

retsibsi 1 hour ago||
That's a fair point, but I think what I said still holds, with emphasis on the word 'relatively'. I don't think you could argue that it didn't get even easier, and significantly so, between then and now.
peterfirefly 3 hours ago|||
Better machines make it so much easier to experiment. You could make things fast on a SNES or a N64 but you'd have to sweat for it and your code turned into write-only concrete. You don't have to sweat much anymore and your code can easily stay lithe.
rkangel 3 hours ago|||
Technology is a progression where we learn new things, built on old things.

Game design (like other creative expressions) is the same. Each new game doesn't come from a vacuum, it's a progression from everything that has come before.

Marazan 4 hours ago|||
More opportunity to write games. It is infitenly easier to get into writing games now than back then.

Also, don't underestimate the "juice" that these days is relatively easy to do but would be expenseive back then. Balatro has dozens of very small things going on graphically that make it feel real nice to play that most certainly not be free on SNES hardware.

And like vampire survivors is just Robotron/Smash TV with infinity number of sprites on screen. The limitation is very much hardware in that case.

pessimizer 3 hours ago|||
I think it's better to say that it wasn't the electronic side of things that prevented that. Game design is technical.

Every board game could have been built thousands of years ago, at least after the dawn of some reasonable writing/drawing media. But technology in design hadn't accumulated enough. To go farther, every bit of math could have been done thousands of years ago, but new math had to draw on earlier math. New math didn't rely (much) on special paper.

Also, "hit" probably isn't a good metric. Those games might have showed up back then and just been moderately notable, like dozens or hundreds of other games were.

Asooka 3 hours ago||
The N64 was extremely constrained by its cartridges. If it had a CD-ROM drive, it could have easily won the console wars of its generation, or at least would have gotten ports of many more PS1 games. Probably one of the biggest blunders in gaming business history. Ah well.
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