The ability to be able to play chess online is an important component of many people’s online presence. From the early period of the Internet era, when the technology had yet to become widely and cheaply available through the consumer market and was restricted to a handful of researchers, developers, and other tech-savvy figures, the possibility for the users of a connected network of computers to make use of the capability in order to play chess online has appealed to designers and theorists involved in creating software and hardware. Even before it was possible to actually play chess online, computers had been developed for the primary purpose of functioning as chess opponents against which their users could play. Later, as the Internet was developed in the early stages of becoming an essential component of leisure activities and commerce, the capacity to play chess online was introduced as a service at quite an early stage. One possible explanation for the appeal held by online chess games for early personal computer and Internet developers lies in the affinity of such kinds of people as excel in developing innovative and technically sophisticated software toward a game with the features of chess, which emphasizes strength in the performance of traits such as problem solving and preplanning as joined to an imperative for a high degree of competitiveness. People who enjoy having the ability to play chess online might take an interest in gaining an acquaintance with the early history of how this valued Internet capacity was developed for consumer use.
The proposal of the solution for the question of how to play chess online was first given before computer technology had come close to devising interfaces that would be readily and inexpensively available to consumers. Claude Shannon, an electronics engineer and mathematician, most famously distinguished himself by publishing a paper in 1948 that is widely given credit for being the founding document of information theory. Not quite as prominently, but just as notably for some enthusiasts of online chess, Shannon published a paper in 1950 entitled “Programming a Computer for Playing Chess,” which outlined a program for equipping a computer with the software means for playing a game of chess against a human opponent that would be roughly comparable to the game that could be played between two human opponents. Shannon’s paper found two main approaches to the task of creating computer programs that could play chess online, which he divided into “A” and “B” approaches. “Type A” would approach the problem of predicting possible chess moves using a minimax algorithim, which look at every possible position. Particularly in regards to the relatively slow computing speed of the time, Shannon found such an approach very impractical for the complex task of calculating the many interlocking parts of the problem of deciding on overall chess strategy. Shannon suggested that the wiser approach would be a “Type B,” pruning back the number of moves considered with each turn. This has been widely adopted.


