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Considering the amount of circuitry a round ball would require, Mr. The ball in Pong is square-another tradeoff. Alcorn recalled that he originally used a chip from Fairchild to generate the display for the score, but it cost $5, and he could do the same thing for $3 using TTL parts, though the score was cruder. Thus, the ball would move in relation to the screen, both vertically and horizontally, just as a misadjusted television picture may roll. We did it with about 10 off-the-shelf TTL parts by making sync generators that were set one or two lines per frame off register.” “We were faced with having a ball move into any of the spots in a 200-by-200 array without being able to store a move. “There was no real bulk memory available in 1972,” he said. Alcorn was trying to get the price down into the range of an average consumer product, which took a lot of ingenuity and some tradeoffs. Alcorn could not read his schematics and had to redesign it. Bushnell had developed the motion circuit in his attempt to make the Computer Space terminals smarter, but Mr.
Bushnell to consider designing it as a real game-and that is why it was a success. Pong, on the other hand, was too simple for an EE like Mr. The ice water thawed in my veins.”Ĭomputer Space appealed only to sophisticated game players-those who were familiar with space games on mainframe computers, or those who frequent the arcades today.
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Bushnell said, “The economics were not longer a $6000 computer plus all the hardware in the monitors they became a $400 computer hooked up to a $100 monitor and put in a $100 cabinet. Alcorn said, adding, “We would have been bankrupt if she had.” “He actually had the order for the computers completed, but his wife forgot to mail it,” Mr. Bushnell said, he realized he did not need the central computer at all-the terminals could stand alone.
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Bushnell began trying to take the load off the central computer by making the terminals smarter, adding a sync generator in each, then circuits to display a star field, until the computer did nothing but keep track of where the player was. He began designing a space game to run on such a timeshared system, but because game action occurs in real time, the computer was too slow. Then in 1971 he saw a Data General computer advertised for $5000 and determined that a computer game played on six terminals hooked up to that computer could be profitable. He divided the cost of a computer by the amount of money an average arcade game made and promptly dropped the idea, because the economics did not make sense. Bushnell had worked at an amusement park and had also played space games on a PDP-10 at college. Since Deep Blue’s victory, more and more games in which human intelligence seemed to have the upper hand have fallen to the machines: in 2016, Google’s AlphaGo beat the world’s best Go player, Lee Sedol.
That brute-force power, combined with clever game-evaluation functions, gave Deep Blue decisive moves that Kasparov called “uncomputerlike.” These moves “exerted great psychological pressures,” recalls Deep Blue’s mastermind, Feng-hsiung Hsu, now at Microsoft. Together, the chips could churn through 200 million chess positions per second. Each of Deep Blue’s chips consisted of 1.5 million transistors arranged into specialized blocks-such as a move-generator logic array-as well as some RAM and ROM.
Humans finally fell to computers in 1997, when IBM’s chess-playing computer, Deep Blue, beat the reigning world champion, Garry Kasparov. On one side of the board, 1.5 kilograms of gray matter.
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