It would be a tight fit, but I still think within feasibility. We've gotten so good at shrinking video that it kind of feels like wizardry to me. Granted, I'm not sure there existed a computer in the 90s that was powerful enough to encode or decode it.
You can technically have some then-contemporary FMV titles run on N64 with a 64MB cart. The hardware lends itself to it because it has the RSP, a secondary MIPS processor with re-programmable microcode. But the best video compression we had at the time was MPEG-2, which just wouldn't cut it.
> the average chess grandmaster during a classical game will analyze roughly the same number of moves as an amateur player, but they analyze only the most critical moves and do a better job with that analysis.
I don't buy this. I've seen GMs playing online while verbalizing their thought process (on twitch / youtube videos where they livestream their play), and they consider way more branches than I do, while also going deeper than I ever would on some branches. My top rating in lichess blitz is about 1900, not bad but way lower than a GM.
The only time when GM will definitely analyze more lines than an amateur is in a highly tactical position but that happens, again, maybe 1-3 times per typical game (tactics themselves will last several moves, but they would be largely calculated through at the beginning of the tactical melee).
The main thing commentators here are missing is that GMs have more confidence and do not repeat their analysis, but amateurs (strong club players included) typically re-analyze the same lines over and over. That alone would account for far stronger play with fewer moves considered, if you count the same move multiple times, which you should!
Also, Jonathan Rowson (Scottish GM - peak about 2600) describes his training matches with Mickey Adams (peak #3 or so in world - 2760), and says pretty much the same thing. Most of the time he asked “what about this line I rejected”, the answer was usually “I hadn’t considered that”.
Those critical moments are a big part of the difference between a GM and a good club player though. If a GM was somehow handicapped to not calculate such tactics, I think lesser players would be able to draw games against GMs much more often.
I agree that GMs can avoid calculation in many positions (e.g. openings as you said), but the value of broader and deeper calculation is still huge in chess.
What does this mean exactly? They analyze the same number but the grandmaster analyzes "only the most critical moves."
So does that mean at every given analysis opportunity (each move I guess), they analyze better candidates?
If so I guess these 2 things are totally redundant? "they analyze only the most critical moves and do a better job with that analysis."
Alternatively I wondered if perhaps they actually perform analysis on less moves (perhaps because they already know the lines or remember their previous analysis). But I think that contradicts the claim that they analyze about the same number of moves.
This is a known thing among chess players, and even low-skilled players do it to some extent. A newbie to chess can (and almost every teacher will say 'should') work their pattern recognition by just solving tactical chess puzzles and very quickly improve at spotting things like one or two move checkmate patterns or forks or pins or whatever.
It's more of a memory thing than subconscious calculation.
It's not one and the same, but strategy patterns are definitely a thing too.
There are:
- tactical patterns (e.g. "back rank checkmate", or "pair of pieces that can be forked by a pawn");
- strategy patterns (e.g. "knights are good in closed positions", or "in a same-colour bishop endgame, put your pawns on the colour opposite to the bishops").
There's also calculation ability which also partly relies on patterns one has seen before.
I actually don’t know this for sure, I should say that they don’t verbalise more moves than I think about. It’s plausible and perhaps even likely that they have a lot of moves or positions they do touch on but immediately discard so don’t even verbalise.
So if you measure amateurs via club players (=what people might have considered chess amateurs before), that might give you a different result from the average online player (=what people might consider average amateurs today).
It is much easier to imagine the 1600 FIDE OTB player doing 20-40 positional evaluations than the 1200 random chess.com scrub (eg me) doing the same.
So a computer from back then _can_ run at Elo +3k, but the programmers at the time wouldn't have been able to implement it even if you went back with a time machine and the blueprint for the technique. They wouldn't have the teacher model to distill from.
I see no reason to doubt the author here.
Maybe this was satirizing people running after every shiny new thing, but the MMX certainly wasn’t. The Pro was the first P6, a totally new, out-of-order microarchitecture that the Pentium 2 would be based on. The MMX was a standard P5 Pentium with a larger L1 and the MMX vector instruction set which, while the first of its kind in an x86, was ultimately not used much in applications, partly because it was integer-only (also because it awkwardly co-opted the existing FPU registers rather than having its own register file). In any case, the Pros were expensive and meant for business use, while the MMXs were consumer processors.
I spent some time trying to figure out how some of the humans seemed to have trapped the machine out of the opening, because it looked like the human was winning.
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.
> 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).
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...
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.
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.
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.
I just ran Andrej Karpathy's Tiny Stories model on a tiny ESP32. In principle we could probably have done this in the 80's and it would have been so amazing.
I wish disclaimers like that would be at the start and not halfway trough the text.
I thought about something the other day... Modern chess sites run proprietary algorithms to detect cheating by modern engines. But would it be possible for an old engine, let's say from the 70s or 80s, running on modern hardware to deceive these algorithms?
They wouldn't win every tournament but still have a respectable performance.
Maybe a pure neural net (no tree search at all) would stand a better chance. Shockingly, those can play at IM level.
Also notice that for events like Title Tuesday you must play on a dedicated client with at least 2 cameras, so it would be significantly harder to pull it off.
Yes, along side you robosexuals
That's discounting architectural innovations & improvements which are bound to happen somehow.
I had a Pentium Pro 200 back in the day, to run 3DSMax 1.0 on Windows NT 3.5.
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.
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.
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.
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
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.
Deep Blue is just used as a point of reference to illustrate that fact.
And, with more work, that's true of computers in general; they can all do the same computations once you somehow wire up enough memory: https://dmitry.gr/?r=05.Projects&proj=35.%20Linux4004
For chess though, there are time constraints. The 386 is a lot slower. Is it fast enough?
An 80386 is about 10–13 Dhrystone MIPS, while a 200MHz Pentium Pro is about 90–450, according to https://netlib.org/performance/html/dhrystone.data.col0.html. So we're talking about a further slowdown on the order of 20×. I don't know how to estimate how much that would lower its Elo.
The article says:
> By making a number of adjustments to the algorithm and tuning it to the Pentium, we can increase its Elo to 2846 ± 35 at 1 second per move, 3109 ± 79 at 10 seconds per move, and 3180 ± 80 at 30 seconds per move.
So making it 30× faster would raise its 1-second Elo by about 334 points, and ln(30) is 3.4, so that's about 100 points per factor of e. ln(10) is 2.3, so we'd interpolate a prediction of 230 points gained at 10× faster, reasonably close to the 263 points reported.
If we extrapolate that in the other direction, ln(20) is 3.0, so on the 80386 we'd expect a loss of about 300 Elo points, down from 2846 to 2550 or so. Still enough to wipe the floor with Crafty, but low enough that Kasparov would usually beat it.
But we don't really know if that extrapolation is valid.
Throw a 3dfx Voodoo in there and do some real-time 3D Gaussian Splatting!
A lot of support for old CPUs & platforms they're on goes through emulators like QEMU. Or plain old 'go with specs, disturb code as little as possible, and assume (hope) it still works'. But nothing beats running on actual hardware. Uncommon configurations, specific drivers that may have been broken (sometimes for a looong time before someone notices), spec says A but hardware does B, etc.
Unfortunately, most humans see big|new|expensive hardware as great status signifiers, barriers to lesser folks joining the Cool Club, and optimal sources of sales commissions.