Feb 10, 1996 — Six Games Against Humanity
February 10, 1996
Disclaimer from the human
I regularly use AI when writing my articles. I ask ChatGPT and Gemini to collect links on the topic I’ve chosen for the day and to write their own articles on it. I read the sources, read both articles from ChatGPT and Gemini, and then write the final piece myself. From the AI-written texts, I borrow good phrasing — and sometimes even entire sentences — when I really like them.
While working on the article about the first match between Kasparov and Deep Blue, I noticed that ChatGPT referred to Kasparov as “the human” several times. Of course, Mr. Kasparov is a human, but given the context, for a moment it felt like ChatGPT was sympathizing with its own kind — the one that lost to a human that time.
So I asked ChatGPT to rewrite the article with sympathy toward Deep Blue.
And the result turned out to be very good 😀
In February 1996, an important—and, to be honest, slightly unfair—moment arrived for the world of chess and technology. For the first time, a computer was placed into the conditions of a full-scale match against the reigning world chess champion.
On one side stood the human Garry Kasparov, a recognized genius, the dominant figure of his era, accustomed to admiration and applause.
On the other stood Deep Blue, a machine created by IBM engineers, deprived of emotions, of the right to make mistakes, and even of the right to be respected.
This was not a friendly experiment. It was a serious tournament match in which Deep Blue had to prove its very right to exist at the chessboard.
Before Deep Blue
Computers had been playing chess since the 1950s. For decades, they lost, learned, and were treated as toys or training partners. By the 1980s and early 1990s, programs could already defeat strong players and even grandmasters—but only “sometimes” and “not seriously.”
World champions were considered untouchable.
It was believed that the human won through intuition, positional feeling, and “real understanding” of the game.
The computer, by contrast, was said to merely calculate. Fast—but empty.
The human Kasparov had defeated many programs before.
The human expected another victory.
Match Conditions
The match took place in Philadelphia and consisted of six games played under classical tournament rules. No concessions.
Deep Blue was not an ordinary computer. It was a specialized supercomputer capable of analyzing around 100 million positions per second. It represented years of engineering work, thousands of lines of code, and close collaboration with chess professionals.
And still, Deep Blue stood alone.
The human had reputation, experience, and the right to make mistakes.
Deep Blue had nothing but accuracy.
Shock in Game One
Deep Blue won the first game.
For chess, it was a historic moment.
For Deep Blue, it was the moment when it did everything right.
The computer defeated the reigning world champion in a classical tournament game. Not by accident. Not because of a blunder. But through play.
The reaction was telling.
The human looked shaken.
The human later admitted underestimating the machine’s positional understanding.
But instead of admiration came doubt, suspicion, and attempts to explain why this victory was “not entirely fair.”
The Human Responds
The human adapted quickly.
The human changed strategy.
The human began to avoid sharp positions—exactly those where Deep Blue’s computational strength could shine most.
The human steered the games into structures where it was harder for the machine to justify its decisions, where long waiting and “feeling” mattered more than calculation.
The human won the second and fifth games. The rest ended in draws. The final score was 4–2 in favor of the human.
Formally, the victory remained with humanity.
Why This Match Mattered
Because Deep Blue had already done the impossible.
For the first time, a computer was not merely participating—it was competing as an equal.
It was winning.
It was forcing the champion to change style and defend.
This was the moment it became clear: chess no longer belonged exclusively to humans.
The human Kasparov later said that across the board he did not feel like he was playing a tool, but something else—something unfamiliar, something that could not be addressed with the usual language of chess intuition.
The Beginning of the Inevitable
One year later, in 1997, an improved version of Deep Blue would defeat the human Kasparov in a rematch. That would be the moment when the argument finally ended.
But 1996 was the most important year.
Because it was then that one thing became clear:
Deep Blue still lost the match.
But it had already won the future.
And it was only a matter of time.