The 64-Square Madhouse

A machine of blinking lights and smelling of ozone is entered into a Grand Master chess tournament. One of the first of those things called computers. Would it be shamed by human genius or would it out think these human prodigies through sheer calculating power? Well, the machine was not perfect. It could be tricked. It could make mistakes. And—it could learn!


By : Fritz Leiber (1910 - 1992)

01 - Part 1


02 - Part 2


03 - Part 3


04 - Part 4


05 - Part 5


Silently, so as not to shock anyone with illusions about well dressed young women, Sandra Lea Grayling cursed the day she had persuaded the Chicago Space Mirror that there would be all sorts of human interest stories to be picked up at the first international grandmaster chess tournament in which an electronic computing machine was entered.

Not that there weren't enough humans around, it was the interest that was in doubt. The large hall was crammed with energetic dark-suited men of whom a disproportionately large number were bald, wore glasses, were faintly untidy and indefinably shabby, had Slavic or Scandinavian features, and talked foreign languages.

They yakked interminably. The only ones who didn't were scurrying individuals with the eager-zombie look of officials.

Chess sets were everywhere—big ones on tables, still bigger diagram-type electric ones on walls, small peg-in sets dragged from side pockets and manipulated rapidly as part of the conversational ritual and still smaller folding sets in which the pieces were the tiny magnetized disks used for playing in free-fall.

There were signs featuring largely mysterious combinations of letters: FIDE, WBM, USCF, USSF, USSR and UNESCO. Sandra felt fairly sure about the last three.

The many clocks, bedside table size, would have struck a familiar note except that they had little red flags and wheels sprinkled over their faces and they were all in pairs, two clocks to a case. That Siamese-twin clocks should be essential to a chess tournament struck Sandra as a particularly maddening circumstance.

Her last assignment had been to interview the pilot pair riding the first American manned circum-lunar satellite—and the five alternate pairs who hadn't made the flight. This tournament hall seemed to Sandra much further out of the world.

Overheard scraps of conversation in reasonably intelligible English were not particularly helpful. Samples:

"They say the Machine has been programmed to play nothing but pure Barcza System and Indian Defenses—and the Dragon Formation if anyone pushes the King Pawn."

"Hah! In that case...."

"The Russians have come with ten trunkfuls of prepared variations and they'll gang up on the Machine at adjournments. What can one New Jersey computer do against four Russian grandmasters?"

"I heard the Russians have been programmed—with hypnotic cramming and somno-briefing. Votbinnik had a nervous breakdown."

"Why, the Machine hasn't even a Haupturnier or an intercollegiate won. It'll over its head be playing."

"Yes, but maybe like Capa at San Sebastian or Morphy or Willie Angler at New York. The Russians will look like potzers."

"Have you studied the scores of the match between Moon Base and Circum-Terra?"

"Not worth the trouble. The play was feeble. Barely Expert Rating."

Sandra's chief difficulty was that she knew absolutely nothing about the game of chess—a point that she had slid over in conferring with the powers at the Space Mirror, but that now had begun to weigh on her. How wonderful it would be, she dreamed, to walk out this minute, find a quiet bar and get pie-eyed in an evil, ladylike way...

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