Artificial Intelligence – A Paradigm of Human Intelligence

International Journal of Computer Trends and Technology (IJCTT)          
© 2016 by IJCTT Journal
Volume-39 Number-3
Year of Publication : 2016
Authors : Mr. Saurabh S. Maydeo, Mr. Amit S. Hatekar


Mr. Saurabh S. Maydeo, Mr. Amit S. Hatekar "Artificial Intelligence – A Paradigm of Human Intelligence". International Journal of Computer Trends and Technology (IJCTT) V39(3):129-133, September 2016. ISSN:2231-2803. Published by Seventh Sense Research Group.

Abstract -
In today’s world, Artificial Intelligence is evolving at great speed. In 1997, Deep Blue’s win against the chess master Garry Kasparov was seen as very symbolically significant, depicting that artificial intelligence was reaching up to human intelligence [6]. This research paper presents the new approach for chess engine implementation which can be layered on the top of Deep Blue algorithm and compares it with different existing types of Chess Engine implementation algorithms such as Minimax algorithm, Alpha-Beta Pruning and Deep Blue approach. All the four approaches take current chess board as an input and give best move as an output. This research provides a detailed study of how all the three approaches work and their advantage, disadvantage and then compares them on the basis of various parameters such as branching factor, space complexity, time complexity, etc.

[1] Wikipedia , “Minimax”, available: dated :- 1 sept 2016
[2] D. E. Knuth and R. W. Moore. “An analysis of alpha-beta pruning. Artificial Intelligence”, 6(4):293–326, 1975.
[4]IBM, “Deep Blue”, available : :- 27 aug 2016
[5] Brian Greskamp , “Parallelizing a Simple Chess Program”, available :
[6]Wikipedia , ”Deep Blue versus Garry Kasparov”, available: dated:- 22 aug 2016
[7]S. H. Fuller, J. G. Gaschnig and J. J. Gillogly , “ANALYSIS OF THE ALPHA-BETA PRUNING ALGORITHM”, Department of Computer Science Carnegie-Mellon University Pittsburgh, Pennsylvania 15213 July, 1973
[8]Christopher F. Joerg1 and Bradley C. Kuszmaul2, “Massively Parallel Chess”, MIT Laboratory for Computer Science NE43-247, 545 Technology Square Cambridge, MA 02139 1994

Alpha-Beta Pruning, Artificial Intelligence, Branching Factor, Chess Engine, Deep Blue, Minimax.