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Fidelity

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==1986==
In 1986, at the [[ACM 1986|17th ACM North American Computer Chess Championship]] in [https://en.wikipedia.org/wiki/Dallas Dallas], Fidelity showed up with two experimental machines. Fidelity Experimental with [[Danny Kopec]] as [[:Category:Opening Book AuthorsAuthor|Book author]] had one [[68020]] CPU, where three models also played the [[WMCCC 1986]] some streets farther with compatible time schedule. [[Chess Challenger|Chess Challenger X]] was a parallel system with a [[Z80]] controller, and 16 or more [[68000]] CPUs, co-authored by [[Ron Nelson]], with a Kopec book as well.
==Description 1989==
The central feature of the hardware is a [[Motorola]] [[68030]] processor, hand-selected by Motorola engineers to run at the fastest possible clock speed. The exact speed will not be known until just prior to tournament time. The system is completed by 32K of program [[Memory#ROM|ROM]], 64K of [[Opening Book|opening book]] ROM, 16K of program [[Memory#RAM|RAM]], one megabyte of dynamic RAM for [[Transposition Table|transposition tables]], and a special 16K of non-volatile RAM that supports the [[Learning|learning]] feature.
The learning feature is just one facet of a multi-faceted chess algorithm. The program is basically [[Brute-Force|brute force]] in origin with evolution to incorporate extensive positional analysis and [[Extensions|selective extensions]] during the [[Quiescence Search|quiescence search]]. The positional analysis incorporates extensive heuristics for [[King Safety|king safety]] and [[Pawn Structure|pawn structure]]. Numerous end-game specific routines are incorporated, icluding [[KBNK Endgame|mate with bishop and knight]], complete evaluation of [[KPK|king and pawn vs. king]], probably outcome of a [[Pawn Race|pawn race]], [[Rule of the Square|square of the pawn]], [[Wrong color Color Bishop and rook pawnRook Pawn|bishop and rook pawn of the opposite color]], the [[Philidor Position|Philidor]] and [[Lucena Position|Lucena positions]] and others. Dynamic recognition of minimum mating material, [[Fifty-move Rule|fifty move rule]], and [[Repetitions#RepetitionOfPositions|repetition of position]] assist in forestalling heartbreaking draws in otherwise won positions. The search algorithm uses a [[Depth-First|depth first]], [[Alpha-Beta|alpha-beta]] search with the [[Null Window|zero width window]] technique ([[Principal Variation Search|PVS]]). The search proceeds [[Iterative Deepening|iteratively]] with a quiescence search incorporating [[Captures|captures]] and certain threats appended beyond the [[Depth|nominal depth]]. The program will not perform an [[Evaluation|evaluation]] on a position where either king is [[Check|in check]]. The check must first be resolved by showing the existence of an escape move or [[Checkmate|mate]]. Iterations are finally halted under the direction of a [[Time Management|time control algorithm]] which is dynamically incorporated for up to 40 moves in the root position. Two [[Killer Move|killer moves]] are stored at every [[Ply|ply]]. The program performs a preliminary sort on the ply above the quiescence search. The search is supported by extensive [[Transposition Table|transposition tables]] incorporating random numbers selected using [[BCH Hashing|BCH theory]].
=See also=

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