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Hydra: Report and technical overview

2020/10/13 by Ulf Lorenz, Christian Donninger, Muhammad N. Ali +2 · 1 citation
Computer Science · Social Sciences · #Artificial Intelligence in Games #Digital Games and Media #Video Analysis and Summarization

paper · doi:10.3233/icg-200165

openalex publication_date 2020/10/13 · openalex created_date 2025/10/10 · openalex updated_date 2026/07/28

Abstract

The idea to let machines play games like Chess is quite old, with the Turk 1 1 https://en.wikipedia.org/w/index.php?title=TheTurk&oldid=968314029 being one of the first hints. With the invention of computers, this idea got a new boost, and soon the first chess programs were presented. It took about 50 years until it was clear that the machines are superior chess players, far beyond the playing strengths of any human players. In the 1970s, the era of efficient search engines started and in 2004, the chess program Hydra clearly crossed the 3000 Elo mark, ahead of all other machines and human players. In this paper, we present a review on the chess program Hydra , on a technical level as well as from a social perspective.

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