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December 31, 2025 • 47 mins

Should AI be stopped? In Part Two of Arms Race, we continue our story about the rise of game-playing AI systems – and how they spawned an artificial intelligence arms race.

The finale airs Friday, January 2nd, 2026.

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Speaker 1 (00:03):
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(00:24):
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America one story at a time.

Speaker 2 (00:32):
This episode is based on actual events. However, certain elements, characters,
and situations have been fictionalized for the purposes of storytelling.

Speaker 1 (00:42):
Previously on Red Pilled America.

Speaker 3 (00:44):
Danger of AI is much greater than the danger of
nuclear warheads.

Speaker 4 (00:49):
Doctor Samuel programmed the computer to play checkers so he
could study machine learning.

Speaker 2 (00:53):
From the moment, Doctor Samuel showed that his creation could
beat a human. AI researchers tried to create a computer
that could beat a skilled chess champion.

Speaker 1 (01:03):
At the age of twenty two, Gary Kasparov defeated Annatoly Karpov,
becoming the youngest world chess champion in history.

Speaker 2 (01:11):
Kasparov agreed to an unprecedented match against Deep.

Speaker 5 (01:14):
Thought, and in this position the computer admits defeat.

Speaker 2 (01:18):
Man may have kept its throne as Earth's king of intellect,
but nearly everyone watching believed that the reign of the
supercomputer was near.

Speaker 1 (01:29):
I'm Patrick Carelchi and.

Speaker 2 (01:31):
I'm Adriana Cortes.

Speaker 1 (01:32):
And this is Red Pilled America, a storytelling show.

Speaker 2 (01:37):
This is not another talk show covering the day's news.
We're all about telling stories.

Speaker 1 (01:42):
Stories. Hollywood doesn't want you to hear stories.

Speaker 2 (01:45):
The media mocks stories about everyday Americans that the globalist ignore.

Speaker 1 (01:51):
You can think of Red Pilled America as audio documentaries,
and we promise only one thing, the truth. Welcome to
Red Pilled America.

Speaker 2 (02:13):
We're at part two of our series of episodes entitled
arms Race. If you haven't heard part one, stop and
go back and listen from the beginning. We're looking for
the answer to the question should AI be stopped by
telling the story of the rise of gameplaying AI systems
and how they spawned an artificial intelligence arms race. So,

(02:35):
to pick up where we left off in nineteen eighty nine,
Gary Kasparov beat IBM's chess playing supercomputer Deep Thought, and
by his own account, he did it with ease.

Speaker 6 (02:46):
Right now, there's no limit because I can win any challenge.

Speaker 1 (02:49):
And I ye have no doubt.

Speaker 6 (02:51):
I didn't use my one hundred percent of capability, not yet,
it wasn't necessary.

Speaker 2 (03:01):
Interest in Man's battle against the machine grabbed the imagination
of the country, making Kasparov a popular figure. He even
became a regular guest on Late Night with David Letterman.

Speaker 3 (03:11):
You know, he beat that the computer.

Speaker 7 (03:12):
He was talking about, the smartest chess computer in the world.

Speaker 2 (03:16):
Deep Thought may have been vanquished, but the story was
far from over. The match between Casparov and the machine
had ignited a fire within the IBM team. Driven by
the desire to push the limits of artificial intelligence even further,
they knew they had to return to the drawing board.
Feng shang Shu and his IBM team took the lessons

(03:36):
learned from Deep Thoughts to feet and began to methodically
craft a new computer, one running a thousand microprocessors in
parallel that could potentially look at not just millions, but
hundreds of millions of moves per second.

Speaker 7 (03:49):
So once you could look at a billion board positions
a second, you've got it.

Speaker 8 (03:53):
That's the way.

Speaker 9 (03:54):
Abject that.

Speaker 2 (03:54):
Yeah, that was the goal. They wanted their chess playing
computer to look even deeper into the potential future moves
of its opponents, all at the speed of light. These
AI engineers could only reach that kind of breakthrough by
building on the pioneering work of the many innovative thinkers
before them, thinkers daring to dream of what was possible

(04:21):
in the.

Speaker 1 (04:24):
Year is eighteen thirty three, a time of innovation and
extraordinary technological breakthroughs, where steam powered machines fueled the Industrial
Revolution and the world was forever transformed. Amidst the clatter
of factories. In this rush of progress, a brilliant English mathematician, inventor,
and engineer named Charles Babbage attends a social gathering at

(04:45):
a London townhouse. His reputation precedes him. Babbage is becoming
locally famous for his brilliant ideas on the future potential
of machines. His presence brings an excitement to the event,
and the most curious minds are drawn to him. Among
them is a young Ada Lovelace, who's eagerly awaiting an introduction.
Ada is the only legitimate daughter of the notorious poet

(05:08):
Lord Byron. She's been nurtured in the fields of science
and mathematics by her mother. Ada's eyes light up as
the party host introduces her to the man whose ideas
on the potential machines have captivated her imagination. The two converse,
and Charles Babbage, struck by the young woman's passion and

(05:29):
keen intellect, enthusiastically shares his latest project with her, a
visionary concept called the Analytical Engine. As Babbage explains it,
the Analytical Engine stands tall and imposing, a complex brass
and steel apparatus with its gears gleaming in his sunlight
drenched workshop. It's a marvel of Victorian engineering, designed to

(05:51):
be a general purpose computing machine, capable of performing complex
calculations and all free of human error.

Speaker 3 (05:59):
Babbage was this math whiz from the eighteen hundreds with
a wild vision of a mechanical computer that could do calculations.
The guy was basically the Elon Musk of his time,
only with fewer rockets and more gears.

Speaker 1 (06:11):
Again, that's Antonio Paine, perhaps the world's leading expert on
artificial intelligence.

Speaker 3 (06:16):
His analytical Engine was way ahead of its time. It
was meant to do more than just crunch numbers. It
could actually follow instructions and solve complex problems, just like
modern computers. In other words, it was designed to be programmable,
allowing it to carry out a wide range of tasks
and solve complex problems. It even had memory storage. Babbage's

(06:39):
ideas caught the attention of Ada Lovelace.

Speaker 1 (06:42):
Over the years, Babbage and Lovelace maintained their intellectual partnership,
exchanging letters and ideas about the analytical Engine. As word
of his innovative ideas spread through London's scientific corridors, Babbage

(07:05):
began fielding requests to speak about his futuristic concept. In
one packed lecture hall, an expectant audience watched as Babbage
took the stage With passion in his voice, he unveiled
the creation he'd shared with Aida. As Babbage's words echoed
through the hall, the audience was captivated by the ambitious

(07:26):
promise of the analytical engine. A machine that could be
programmed to calculate and solve problems would have almost limitless potential.
It could revolutionize computing. Among the listeners was a young
Italian mathematician named Luigi Menebrea, his eyes wide with excitement
as he realized the significance of the idea. Inspired by

(07:47):
Babbage's lectures. In eighteen forty two, Menebrea returned to Italy
and penned a detailed paper outlining the principles of the
analytical engine. As his paper spread across the European continent,
the scientific community was set a buzz with the possibilities. Meanwhile,
across the English channel, Babbage's close collaborator, Ada Lovelace, poured

(08:08):
over the pages of Menebrea's work. An accomplished mathematician in
her own right, Ada was captivated by Menabrea's description of
the analytical engine. Then an opportunity arose for Aida to
make her own indelible mark on the history of computing.
At Babbage's request, Ada embarked on a monumental task translating

(08:31):
Menabrea's paper from French to English. But her work didn't
stop there. As her pen glided across the paper, she
embellished the texts with her own notes, which explored the
possibilities of the analytical engine in stunning detail. AIDA's notes
illuminated the true potential of Babbage's concept, delving into its

(08:51):
capacity to manipulate not only numbers, but also symbols, music,
and art. Her notes accompanying the translation grew to become
nearly three times the length of Menebrea's original paper, filled
with insights, ideas, and, perhaps most notably, an algorithm designed
to compute Bernoulli's numbers on the analytical engine. In effect,

(09:12):
Aida actually applied Babbage's vision of a future where machines
could be programmed to perform tasks that were once thought
to be the sole domain of the human mind. Ada
Lovelace's notes revealed her extraordinary foresight and understanding of the
analytical engine's potential. As AIDA's translation and notes circulated among
the scientific community, the world began to understand the full

(09:35):
extent of Babbage's and Lovelace's vision. From London to Paris, Berlin,
j Rome, mathematicians, engineers, and scholars debated the implications of
the analytical engine, and the course of history was forever altered.
While the machine itself would never be built during their lifetime,
their passionate belief that such a general purpose computing machine

(09:58):
was possible left an indelible mark on history. Charles Babbage
would come to be known as the father of the computer.
While many have called Ada Lovelace the world's first computer programmer.
With the publication of Ada Lovelace's notes and the dissemination
of Babbage's ideas, the seeds of modern computing were sown,
and one of those seeds would blossom nearly one hundred

(10:20):
and fifty years later, as a team of IBM scientists
looked to improve the most formidable computer chess player ever conceived.

Speaker 2 (10:37):
Welcome back to red pilled America. In the annals of
chess rivalries, there are few confrontations as epic as that
between the reigning world champion Gary Kasparov and IBM's powerful
chess playing computers. In nineteen eighty nine, Casparov bested IBM's
Deep Thought in a two game match. This titanic struggle

(10:57):
between man and machine captivated the world as the boundaries
of artificial intelligence were tested like never before. The encounter
fueled the ambitions of IBM's team of computer scientists, who
went back to the drawing board to craft an even
mightier challenger.

Speaker 8 (11:12):
Just outside New York, locked away in this laboratory, is
the greatest threat to castpar As supremacy. Murray Campbell, Fan
Chean Chou, and Joseph Horn are a team of mediocre
chess players they don't mind me saying that, but they
believe they'll be Kasparv or other their computer will.

Speaker 2 (11:29):
IBM's Deep Thought was a leap forward from previous chess
playing computers. It could check a few million moves per second,
but Casparrov was able to exploit a vulnerability in the machine.
Although it could search quickly, it was short sighted, typically
taking the bait when Kasparov offered up a piece that
could easily be removed from the board. But IBM's new

(11:50):
computer was far more advanced. They called it Deep Blue,
and it could look even deeper into the opponent's potential
moves to chart the best path forward. One of IBM's
team members, Murray Campbell, explained how Deep Blue was an
improvement on its predecessor.

Speaker 9 (12:08):
Deep Blue is an exercise in speed. If you look
at a chess game, on average, there's forty moves you
could make, and after that there's forty replies, and after
that there's forty more moves you could make. And before
you're all said and done, Deep Blue is going to
look at a hundred million positions in the time it
takes to decide what move actually to make in the
chess position. Now, a human couldn't look at that many

(12:31):
positions in his lifetime.

Speaker 7 (12:33):
Now, we believe with advances in technology, it's just a
matter of time before Deep Blue can be Gary Casperov.

Speaker 2 (12:39):
The machine's original creator, Feng Chung Shu, agreed.

Speaker 6 (12:43):
We're making the new chip, and within the new chip,
it going to be a new machine which was such
a thousand times faster than the econom machine, and that should
be able to make Caspo sweat.

Speaker 2 (12:52):
Casparov was unimpressed.

Speaker 6 (12:54):
Playing was a machine. The human being will have to
use quite a different strategy. I mean, we have to
rely on something that I call computer psychology, because there
is something that you can call psychology of the machine.

Speaker 2 (13:08):
Machine is doing.

Speaker 6 (13:09):
Something that you can probably predict. If we are capable
of using our advantages, which is anticipation into each imagination,
the machine will be always in trouble.

Speaker 2 (13:19):
The IBM team labored over their new creation for seven
years until they finally believed it was ready to take
on Kasparov. The date was set for the match February tenth,
nineteen ninety six, and it was to be held at
the Pennsylvania Convention Center in the city of Philadelphia, a
fitting venue for a contest that could not only crown
a new world chess champion, but make mankind reevaluate the

(13:41):
intellectual pecking order on Earth. Like in his nineteen eighty
nine match against Deep Blues, predecessor Kasparov understood the significance
of the match.

Speaker 6 (13:50):
I think that chess is actually unique failed to compare
our abilities, and this match will answer many questions that
every single person now have, not only about the computer's
threat to all of the human race superiority, but also
we can get some answers on the maximum ability of
the human being.

Speaker 2 (14:09):
As the match neeered, the media began to hint at
a changing of the guard.

Speaker 8 (14:13):
Ever since computers were invented, scientists have been trying to
teach them to play chess. Now, chess strategies are actually
very difficult to program. But now, for the first time ever,
the world's best chess computer, Deep Blue, stands a very
good chance of beating the world's best human.

Speaker 2 (14:29):
As game one began, Deep Blue made the first move,
telling its human representative to slide one of its middle
white ponds to E four E four, referring to a
specific space on the board. The vertical columns on the
board are labeled with the letters A to H, and
the horizontal rows are numbered from one to eight, So

(14:49):
to identify a specific square on the chess board, the
combination of a column letter and row number are given,
such as E four or D five. Well, Deep Blues
pond to E four is a common first move. Cas responded,
moving one of his middle black pawns to see five
in a move that's known as a Sicilian defense. It
was in this early portion of the game that Deep

(15:12):
Blue began to show that it was not like its predecessor,
Deep thought. Most world class level chess players will respond
to a Sicilian defense by moving their knight or the
horse piece out toward the center of the board. Instead,
Deep Blue made an unorthodox eyebrow raising move, shifting one
of its pawns on the left side of the board
out one space. The pawn looked straight in the face

(15:34):
of the pawn from Kasparov's first move. The play was
perplexing to veteran watchers of master level chess. As the
game progressed, Deep Blue was showing signs that it had
learned lessons from its predecessor's mistakes. In the nineteen eighty
nine match against Casparov, Deep thought made a crucial mistake
in not protecting its king in a classic move known

(15:55):
as castling, which moves a player's king towards a corner
where its king can be surrounded by its other pieces,
creating a protective shield. This time, Deep Blue didn't make
the same mistake. It performed the castling maneuver. In the
early portion of the face off, the game was about equal,
but the balance wouldn't hold. As the battle moved into

(16:15):
the middle of the game, Deep Blue forced Casparov into
an undesirable position. In two separate spots, the computer made
Casparov move a pawn directly in front of another one
of his own pawns, which blocked those little guys from
advancing forward. The back pawn of these so called double
pawns is almost useless, with very limited opportunities to maneuver.

(16:37):
By the middle of the game, Kasparov had captured more
of Deep Blues pieces, but a crack started to show
in the reigning World Champions defense. The human World Chess
Champions seemed to be shaken because as the game advanced,
he made crucial mistake after crucial mistake, leaving several of
his pawns unprotected. The snaffoos allowed Deep Blue to pick

(16:59):
them off one by one, leaving Casparov's king vulnerable multiple fronts.
In a desperate move, Kasparov decided to attack Deep Blues King,
but the attack was toothless. You see, a player needs
several pieces to launch an effective attack. Kasparov only had
one piece that could move freely across the board. So

(17:20):
Deep Blue took advantage of the blunder and went on
offense against Kasparov's vulnerable king. Within a matter of just
a few moves, the unbelievable became a reality. Gary Kasparov
resigned the game. For the first time in history, a
computer beat a reigning world champion chess player under regular
tournament conditions. By the end of game one of the

(17:43):
six game match, the score stood one zero in Deep
Blues favor, sending shock waves through the chess world. The
IBM team began to realize the dream of centuries of
artificial intelligence development, a future that was also imagined by
the early pioneers of AI.

Speaker 1 (18:14):
It's the late nineteen thirties and the world stands on
the precipice of disaster. Political tensions are mounting in Europe,
as Adolf Hitler's Nazi regime seizes power in Germany, its
military ambitions growing by the day. In the United Kingdom,

(18:34):
the British government watches these developments with increasing concern, knowing
that the gathering storm could soon cross the English Channel
and engulf their homeland. As World War II breaks out
in nineteen thirty nine, the German military machine's rapid advance
relies heavily on secure communication channels to coordinate its forces.

(18:57):
At the heart of this communication network is a machine
called Enigma, an encryption device used to protect sensitive information
from falling into enemy hands. Enigma's complex system of rotors
in interchangeable settings allows for millions of possible configurations, rendering
intercepted messages unreadable to those who lack the machine's secret

(19:20):
to coder. The British government, acutely aware of the importance
of breaking the Enigma code, assemble the top secret team
of mathematicians, linguists and engineers at Bletchley Park, a secluded
country estate far from the prying eyes of German spies.
Among the brilliant minds called to serve at Bletchley Park
is a young, remarkable mathematician named Alan Turing. Turing in

(19:44):
his colleagues labour tireusly scrutinizing the inner workings of the
Enigma machine, searching for a way to unlock its secrets.
Fueled by their urgent determination, Turing conceives an ingenious idea
an analog machine that can rapidly test thousands of potential
Enigma settings to find them correct. One. His electro mechanical device,

(20:06):
came to be known as the Bomb. Under immense pressure
and faced with daunting technical challenges, the team at Bletchley
Park works around the clock to construct Alan Turing's bomb.
Failure is not an option. Finally, in the spring of
nineteen forty, the first bomb comes to life, its array

(20:28):
of drums and electrical circuits whirling as it races to
unlock Enigma's secret encrypted messages. Then, suddenly, after months of
trial and error, the machine comes to an abrupt halt.
The room falls silent as the team gathers around the bomb,
their anticipation written all over their faces, smiles begin to

(20:49):
break the tension they can hardly believe their eyes. The
bomb has decrypted a message, unlocking the secrets of the
Enigma machine for the first time. Turning steps forward, his
heart pounding, in his chest as he reads the crypted message,
allowed Bomb has successfully deciphered a critical Nazi correspondence. The

(21:13):
room erupts in a medley of cheers, gasps, and excited chatter.
They've done it, They've cracked the code. And the weeks
and months that followed, bomb decrypted messages revealed German plans,
troop movements, and supply lines, enabling the Allies to anticipate
and counter their enemy's strategies. In the wake of BOM's creation,

(21:38):
the development of computers went into hyperdrive for years. Alan
Turing had theorized that a digital computer could be much
more efficient than the analog beast he'd created with the Bomb.
An analog machine merges big, clunky mechanical components with electronic parts.
Think of an old record player. A digital computer, on

(21:59):
the other hand, used Gottfried Wilhelm Leipniz's binary number format
of zeros and ones to translate information, an elegant system
that translated information more compactly and efficiently. To use the
music analogy, think of a small MP three player. A
vinyl record holds maybe ten to twelve songs, while an
MP three player can hold thousands. Digital computing was thought

(22:22):
to be far more efficient. Turing shared his idea of
a machine that used the binary number system with his
protege Max Newman, and connected Max with an impressive telephone
engineer named Tommy Flowers at Bletchley Park. The two men
built a new decrypting machine from nineteen forty three to
nineteen forty four that used this binary number system. They

(22:44):
called it Colossus, and with it the first digital electronic
computer was born again Antonio Paine.

Speaker 3 (22:51):
Colossus was not a general purpose computer, but rather a
special purpose machine for code breaking. The first general purpose
electronic computer was the Electronic Numerical Integrator and Computer or NIAC,
developed in nineteen forty five by John Mauchley and J.
Presper Eckert at the University of Pennsylvania. The ENIAC was

(23:12):
designed to perform a wide range of calculations and was
used for various applications, including artillery trajectory calculations, weather predictions,
and atomic energy research. Then, in June nineteen forty eight,
British computer scientist Tom Kilburn wrote and executed the first
piece of software on the Manchester Mark one computer. The
program he created was designed to test the computer's memory

(23:34):
by running a simple algorithm to find the highest proper
factor of a given number. The Manchester Mark I computer
successfully executed the program, marking a significant milestone in the
history of computing as the first instance of a stored
program computer running a piece of software.

Speaker 1 (23:51):
By the nineteen fifties, the dream of a digital programmable
electronic computer had been realized, and their application would eventually
spread from military usage to game playing systems, whose creators
were hell bent on bringing artificial intelligence to life.

Speaker 2 (24:14):
On February tenth, nineteen ninety six, Deep Blue had shocked
the world. It became the first chess playing computer to
beat a reigning World champion chess player under regular tournament conditions.
But Kasparov was not to be so easily defeated. In
game two the next day, the champion rallied, demonstrating his

(24:35):
signature strategic brilliance with an unwavering focus. Casparov outmaneuvered his
silicone adversary, equalizing the score at one point one. Two
days later, in game three, Caasparov and Deep Blue found
themselves locked in a tense standoff, both players refusing to
give an inch. The game ultimately ended in a draw,

(24:57):
making the score one point five. To one point five.
With the six game match now at its halfway point,
the pressure mounted. In game four the following day, Casparov
once again showcased his legendary strategic mind, outsmarting Deep Blue
and seizing another victory. The score now stood at two
point five to one point five in Kasparov's favor. In

(25:21):
game five, two days later, another intense battle unfolded, with
both man and machine displaying exceptional skill. The game ultimately
concluded in a draw, bringing the score to three to two,
with Kasparov still on top. As game six approached on
February seventeenth, nineteen ninety six, the world held its breath.

(25:42):
In the final face off, Kasparov delivered a masterful performance,
securing victory and defeating Deep Blue with the final score
of four to two. By the end of the match,
it was as if Kasparov knew he'd win all along.

Speaker 6 (25:56):
Probably ultimately computer will beat human being, but I believe
that as long as I'm playing, that will not be case.

Speaker 2 (26:03):
The human champion had triumphed over the machine, but the
contest had proved closer than the chess world anticipated. Before
the dust settled on their epic nineteen ninety six showdown,
Kasparov challenged Deep Blue to a rematch the next year.
The IBM team immediately accepted. The stage was set for
another battle between man and machine, a vision first laid

(26:26):
out by a man thought to be the godfather of
artificial intelligence. Do you want to hear Red Pilled America
stories ad free? Then become a backstage subscriber. Just log
onto Redpilled America dot com and click join in the

(26:47):
top menu. Join today and help us save America, one
story at a time.

Speaker 1 (26:53):
Welcome back to Red Pilled America. The year is nineteen fifty.
As the world recovers from the devastation of World War Two,
a quiet revolution is unfolded in the realm of science
and technology. Computers, once the size of entire rooms, are
becoming more powerful and compact, capturing the imagination of visionaries

(27:13):
and pioneers. In a small, cluttered office at the University
of Manchester, we find Alan Turing wrestling with a profound
question can machines think? As he ponders the possibilities, the

(27:34):
seed of an idea begin to take root in his mind.
One day, while walking through the picturesque English countryside, inspiration
strikes Turing in visions a test an elegant and simple
means of determining whether a machine can truly mimic human intelligence.
He imagines a conversation between a human and a machine

(27:55):
conducted through written text. If the human judge cannot reliably
distinguish between the machine's responses and those of a human,
the machine is said to have passed the test. It
would be called the Turing test. Excited by his idea,
Turing returns to his office and sets to work on
a paper that will forever change the course of artificial
intelligence again Antonio Paine.

Speaker 3 (28:18):
In nineteen fifty, Alan Turing published a groundbreaking paper titled Computing,
Machinery and Intelligence, in which he proposed the famous Turing
test for assessing whether a machine can exhibit intelligent behavior
indistinguishable from that of a human. In the Turing test,
an interrogator communicates with two entities, one human and one machine,

(28:39):
through a text based interface without knowing which is which.
The interrogator's goal is to determine the identity of each
entity by asking a series of questions, if the machine
can consistently convince the interrogator that it is the human participant,
Turing argued that it could be considered to possess intelligence.
The Turing test would later become a widely recognized benchmark

(29:02):
for evalueuating the intelligence of artificial agents.

Speaker 1 (29:05):
As Turing papers circulates among the scientific community, it sparks
a firestorm of debate and discussion. Academics, engineers, and philosophers
grapple with the implications of the Tearing test and the
future of artificial intelligence. Some express skepticism, while others embrace
the possibilities of a world where machines can think and
reason like humans. To advance the potential of artificial intelligence,

(29:28):
Alan Turing also devised what could be viewed as a
boot camp for the computer.

Speaker 3 (29:32):
Touring was fascinated by the game of chess and believed
that developing a machine capable of playing chess at a
high level would demonstrate a form of artificial intelligence. He
outlined a method for a chess playing program in his
nineteen forty eight unpublished report Digital Computers Applied to Games.
Although Touring never built a complete chess program during his lifetime,

(29:53):
his ideas laid the foundation for future researchers to develop
computer chess programs and more broadly, explore artificial intelligence through gameplaying.

Speaker 1 (30:02):
Alan turning visionary work set this stage for a new
era of scientific inquiry, one that sought to unlock the
secrets of human intelligence and replicate it in machines, machines
like Deep Blue.

Speaker 2 (30:27):
In the wake of his nineteen ninety six victory against
IBM's new and improved computer Deep Blue, Gary Kasparov felt
an unwavering confidence in his future match against the machine.

Speaker 6 (30:37):
Even if it's a powerful machine, even the machine makes
a billion moves a second, though, or it can foresee everything,
we still have our own abilities that will be never
overrun by artificial intellects.

Speaker 2 (30:48):
For the Deep Blue Kasparov rematch, the IBM team had
their work cut out for them. You see, IBM wasn't
given another seven years to perfect their chess playing computer.
They would be given just one one year to take
what they'd learned in their nineteen ninety six loss and
make the changes necessary to defeat the reigning world champion
in a best of six game contest. And this time

(31:13):
IBM was not going to be taking anything for granted.
The computer team hired a legion of chess grand masters
to train Deep Blue. A grand master is the highest
title a chess player can attain apart from the World
Chess Champion. To become one, a player must achieve a
specific level of performance in international chess competitions while achieving

(31:34):
a top tier rating by the International Chess governing body.
IBM was pulling out all the stops by hiring a
team of grand masters. The computer team also pulled another
tricky maneuver. In chess, players typically know a lot about
their opponent. They can comb through hundreds of games like
a baseball team reviews in opposing pitcher stats, gaining insight

(31:57):
on how their opponent plays in various situations. In the
contract between IBM and Gary Kasparock for their May nineteen
ninety seven match, IBM agreed to give Casparov all of
Deep Blues game statistics for the computer's public games, But
once the two signed on the dotted line, the IBM
team made sure Deep Blue did not participate in any

(32:19):
public games. They kept all of its matches private. Without
any game data, Casparov would be entering the match completely
in the dark. The IBM team, on the other hand,
had the advantage of a long history of high stakes
Casparov data data that it could feed into Deep Blue.

(32:41):
As their rematch approached, Casparov pointed out this glaring disadvantage.

Speaker 1 (32:46):
Casparov, what do you believe is the biggest challenge in
face as you go into this match?

Speaker 7 (32:50):
The single factor that mayde to turn me out?

Speaker 1 (32:54):
I think the single key factories. I have no information
about my appointment.

Speaker 7 (32:59):
Why is that you don't get a look at any
of these stands of their own persons.

Speaker 2 (33:05):
In the days leading up to the face off, the
media coverage reached a fever pitch.

Speaker 3 (33:10):
The stakes are high.

Speaker 10 (33:11):
In one corner, the world's greatest chess player, thirty four
year old Gary Kasparov. In the other, the world's greatest
chess playing computer, a machine called Deep Blue.

Speaker 2 (33:21):
New York City, the media capital of the world, was
plastered with posters promoting the match. They included a provocative question,
how do you make a computer blink? The tagline captured
the imagination of the American media, who gave the world
of chess its biggest news coverage in history.

Speaker 5 (33:39):
Or seeing the best human player playing the best computer
in the world, IBM's Deep Blue, And obviously IBM has
spent a great deal of money putting this program together.

Speaker 2 (33:49):
This time around, the intrigue of man versus machine is
attracting even greater attention, but no one will bet on
a winner.

Speaker 5 (33:56):
Well, it's the kind of a gauge of how computers
have developed, and it's kind of terrifying in some ways
to think that the humans may one day be replaced
by computers. And I think we all are terrified by
that prospect.

Speaker 2 (34:10):
Finally, game day arrived May third, nineteen ninety seven. The
atmosphere was electric as the crowd gathered at the Equitable
Center in New York City. The match included three separate rooms. First,
the room where the actual chess match was being played,
which was filled with VIPs and the media. The second

(34:32):
auditorium hosted a larger crowd, with the projection screen showing
both the players and an aerial view of the chessboard.
This room didn't have to be silent and included a
panel of experts commenting on the game play by play.
Then there was the most mysterious room, a heavily guarded
fortress which housed the big, monolithic computer. Deep Blue. Cables

(34:55):
were routed from this room to connect Deep Blue to
a computer screen set up right next to the chessboard
in front of a packed house. The moment of truth arrived.

Speaker 7 (35:05):
I'd like to introduce the world champion.

Speaker 2 (35:08):
Garry Kaspara, the reigning world champion, greeted the IBM team lead.
The two shook hands and took their positions at the
chess table. The contrast between the two players was jarring.
The blue light of deep blues computer screen flickered in
the glasses of its handler, Feng shung Hu. Kasparov had

(35:29):
his signature demeanor, an almost angry concentration. As Kasparov began
adjusting all of his pieces, the chatter slowly began to quiet.

Speaker 1 (35:40):
I'm going to start the clock now, everyone being to
be quiet.

Speaker 5 (35:43):
And no one talking to.

Speaker 2 (35:51):
A silence fell over the spectators in the game room
as they settled into their seats ready to witness the
historic rematch of man versus machine. Playing the white pieces,
Gary Kasparov made the first move. As it's usually the case,
the game started off slowly, the two seeming to feel

(36:12):
each other out. Kasparov kicked it off, playing a safe game.

Speaker 3 (36:16):
Who now he's finally made a move.

Speaker 11 (36:17):
He's got us out of.

Speaker 4 (36:19):
The pen and laid The move came from G one
to age one, which indeed is a.

Speaker 2 (36:25):
Cautious move, but As the game progressed, Kasparov could see
that Deep Blue was not doing a good job of
protecting its king. Kasparov went on the attack, effortlessly breaking
through Deep Blues defenses. It became clear that the human
was dominating the machine. After forty five moves, Kasparov toppled

(36:45):
Deep Blue.

Speaker 5 (36:46):
The first game. Gary just completely outplayed the computer in
a beautiful game.

Speaker 2 (36:50):
After he won game one, Casparov and the Deep Blue
team took the stage in the auditorium.

Speaker 7 (36:55):
Spectators greeted the thirty four year old Russian with a
lengthy standing.

Speaker 8 (37:00):
Ovation mentioned that along with Gary kaspar the Deep Blue
team is with us on stage.

Speaker 2 (37:10):
Before game two the following day, the IBM team knew
it had to make some adjustments. We have to work
for you tonight. The next day, game two kicked off,
but something had changed. Deep Blue played the white pieces
this time and took the first move, which is typically
an advantage for a chess player. It's kind of like

(37:32):
being the server in tennis, where your opponent starts on
defense reacting to your serve. As the game progressed, Kasparov
pulled a move that had always typically worked against machines.
He gave up an easy target, knowing that computers leaned
towards taking its opponent's pieces off the game board. But
this time the computer paused, taking an extraordinary long time

(37:54):
to make its next move. Deep Blue could search through
hundreds of millions of possible moves per second, yet as
the minutes passed by, it still didn't make a move. Finally,
after fifteen long minutes, it responded, and remarkably, it didn't
take the bait. Instead of immediately taking one of Kasparov's

(38:14):
pieces off the board, it made a long range, strategic move.
Deep blues decisions stunned the reigning world champion, and the
chess community witnessing the move was just as shocked.

Speaker 11 (38:27):
How is it conceivable that a computer would declined the
opportunity to win material by force?

Speaker 2 (38:35):
The decision completely rocked Kasparov.

Speaker 6 (38:38):
Look Gary, that jacket opened up a little bit there.

Speaker 12 (38:43):
Watching now, because when Gary takes it off, then he's
in trouble.

Speaker 5 (38:49):
Gary started shaking his head.

Speaker 4 (38:50):
Oh no, oh, dear, well, apparently he realized that maybe,
just maybe he'd overlooked something.

Speaker 2 (38:56):
You see. To prepare for the match, Kasparov took a
different approach than with his human opponents. Since he didn't
have any access to Deep Blue's previous games, he spoke
to computer specialists that helped him formulate a strategy that
was different than how he'd play a human. In game one,
deep Blue was playing like a computer, so Kasparov's strategy worked.

(39:17):
But in game two, Deep Blue was showing.

Speaker 5 (39:19):
A different nature and the computer played it like a human.

Speaker 2 (39:23):
The change in Deep Blue created an enormous crack in
Casparov's game plan.

Speaker 11 (39:27):
Gary Kasparov, who was shaking his head on stage, understood
that he was now lost.

Speaker 2 (39:33):
Instead of playing his signature attack method, Kasparov began to retreat.

Speaker 4 (39:37):
It really is somewhat hard to mention that against a
human opponent, Gary just backpedaling.

Speaker 5 (39:41):
Like this, No is something you're not going to see
from Gary. The voluntary retreat. He doesn't do it often.

Speaker 2 (39:47):
After five hours and forty five moves, Gary Kasparov did
the unthinkable.

Speaker 7 (39:52):
He resigned in the middle of what he considered a
hopeless situation instead of fighting for a draw. The match
now stands at one game of foots.

Speaker 2 (40:05):
The chess community was stunned not only because Deep Blue
had won, but also because it appeared that Kasparov didn't
need to resign. He had an easy pathway to force
the game into a draw.

Speaker 5 (40:17):
Gary Kasparov resigned at drawn position. How can that be?
It's absolutely unprecedented in the history of chess that any
champion or former world champion would ever resign a drawn position.
I know no historical precedent for it.

Speaker 2 (40:32):
Gary Kasparov was supposed to make the computer blink, but
instead he did. In the postgame press conference, Kasparrov began
to express a theory as to how he lost, with
a hint of sarcasm.

Speaker 12 (40:45):
That many many discoveries in this match, and one of
them that sometime computer place very human moves. We have
the praise machine for understanding very very deeply positional factors.
I think so all standing scientificate atrument.

Speaker 2 (41:05):
But the media hadn't picked up on the hint.

Speaker 7 (41:07):
While the computer played some baffling on conventional moves at
the start.

Speaker 1 (41:12):
Of the game, it was the computer's and the game
that's astonished even those who have helped to program it.

Speaker 10 (41:18):
I think that Deep Blue played a very good game.
It played very aggressively and without the usual fear that
that a human player has for playing.

Speaker 2 (41:28):
Garry Kasparov, the IBM team boasted about their creation.

Speaker 10 (41:33):
This was not a computer type game, this with real chess.
This shows that it's possible to get a computer to
play real chess, grandmaster style chess, not only grandmaster level,
but the style of play at the grandmaster From the
testing we did, I believed that it could do it,
but this is actually the proof.

Speaker 2 (41:53):
But the media did notice that Deep Blue had changed
since game one and began asking the IBM team about it.

Speaker 6 (42:00):
What did you guys do to it?

Speaker 2 (42:04):
A couple of cocktails, Deep Blues historic winning game two
shocked the world and even got the Saturday Night Live
treatment by comedian Nor MacDonald.

Speaker 7 (42:14):
Casparov admitted he made a catastrophic blunder in game two
when he failed to force a draw by moving Rook
to E eight, opting instead for a Caro Khan defense
that soon transposed into approval defense, which, after Deep Blue
moved Bishop to E seven, gave him the advantage with
his night position. Well due respect to mister Casparov, what

(42:38):
the hell were you thinking?

Speaker 2 (42:41):
As the dust settled on game two, it started to
become clear to Casparov that he was playing a different
match than he'd initially thought. Behind all of the hype
and bluster in front of the camera leading up to
the match. Casparov really believed he was part of a
scientific partnership with IBM to help further their artificial intelligence program.
But after game two he began to see the thing

(43:03):
a little differently. He realized that this was no partnership.
In his eyes, IBM was looking to use any means
necessary to defeat him. The strange play of the computer
in game two opened his eyes to another anomaly. Deep
Blue was being kept in a guarded room that he
had no access to. With the computer playing a completely

(43:25):
different style in game two, Kasparov began suspecting foul play.
He believed that perhaps there was some human intervention where
the computer's moves were being augmented real time by a
team of grandmasters hired by IBM. The realization had a
cascading effect. The entire event was controlled by IBM. They

(43:45):
were financing it, They hired everyone, They organized the event.
They were the promoters, They handled the media, they booked
the hall, hired security, and it was their player, Deep
Blue that he was playing. Their fingerprints were on the
entire match in a way that Casparov would have never
agreed to against a human opponent. He even claimed that
the IBM team was breaking their agreement because they wouldn't

(44:07):
give him access to the room housing Deep Blue. Kasparov
began to believe he was actually playing another chess grandmaster,
being guided by the computer power of Deep Blue. His
suspicion was all triggered by the way Deep Blue changed
its style in game two. He became obsessed. The thought
consumed his mind, so when game three arrived, he tried

(44:29):
to come up with a different game plan to put
the machine on its heels.

Speaker 4 (44:32):
Oh would score one to one, one win a piece.
We come to game three where Gary Kasparov is now
playing the white pieces, and he literally stunned us. Yes
are with one D three.

Speaker 2 (44:53):
As the game progressed, it was easy to see that
the tide had shifted. Game three ended in a draw,
and in the post came press conference, Casparov, not known
for being settled, began to make direct accusations at IBM
were not playing on the up and up.

Speaker 4 (45:11):
Garry, what's what's your take now on this new deeper Blue?

Speaker 1 (45:17):
Is it?

Speaker 5 (45:17):
Is it deeper?

Speaker 1 (45:20):
This was definitely deeply yes today, I'm in yesterday. Subject
was the.

Speaker 8 (45:25):
Difference, if I'm reading you correctly, is do you think
there may be some kind of human.

Speaker 1 (45:31):
Intervention on the on the part of this game boy, there's.

Speaker 6 (45:36):
The minds now famous gold with Blaragulla scored against him,
maybe six.

Speaker 11 (45:41):
He said it was a handled goal.

Speaker 2 (45:46):
Casparov was calling the IBM team cheaters. The chess champion
that helped program Deep Blue got defensive.

Speaker 10 (45:53):
Maybe he should he should come to grips with the
fact that Deep Blue can do a lot of things
that he did not think were possible.

Speaker 6 (46:00):
This is another very fair statement.

Speaker 5 (46:02):
Well, I think we'll leave.

Speaker 2 (46:03):
It at that. Thank you, And just like that, the
gloves were off. Gary Casparob no longer believed he was
playing just a computer. He believed he was playing a
grand master augmented by the computational power of Deep Blue.
By the end of the match, the true power of
artificial intelligence would be revealed.

Speaker 1 (46:23):
Coming up on Red Pilled America.

Speaker 3 (46:25):
Going into the day's final match, Deep Blue has the
advantage of making the first move.

Speaker 10 (46:29):
The future of humanity is on the line.

Speaker 2 (46:31):
Red Pilled America is an iHeartRadio original podcast. It's owned
and produced by Patrick Carrelci and me Adriana Cortes of
Informed Ventures. Now you can get ad free access to
our entire archive of episodes by becoming a backstage subscriber.
To subscribe, visit Redpilled America dot com and click join
in the top menu. Thanks for listening.
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