According to a report in Russian-language sources, a former Kasparov second, speaking on condition of anonymity, admitted that Bobby Fischer was right when he claimed that Kasparov and Karpov fixed games in their world championship matches.
"The games between Garik and Tolya were as scripted as American wrestling", he said, adding that the storyline was played out to maximize the drama and above all, the payout. "Those two got incredibly rich from those matches. The only drawback was that they had to pretend not to like each other. In reality the two were very close friends, and had it not been for their invented feud they'd have been best man at each others' weddings and godparents of the others' children."
More details as they emerge.
They never told me about the fix, but I think they might have felt it would be a blot on their records. They know I can't keep secrets...and it would have shown up on your blog long before you even started it.
Not totally tied to the day, this...
(One commenter on Daily Dirt was such a sourpuss as to say he was offended by the posting of humor involving Fischer so soon after his demise.)
Now that it's April 2, here's something serious that uses the same terms and concepts I was throwing around. If someone chose a chess position and had you play "Twenty Questions" to identify it, how many questions would you need? Claude Shannon estimated the number of legal chess positions as 4.63 x 10^42 ~= 2^142, so 142 questions always suffices. But most legal positions are totally insane, with zero chance of being reached by any players who are developed enough to keep score. So how many questions do we need to cover a range of positions that includes those reached in all recorded games, and all those with any real possibility of being reached in centuries to come, even in Baseline or Fischer Random chess?
If we could get the number of questions down to 64, by a process that computers can swiftly execute, it would be a big win. This is because modern computer architecture naturally organizes into 64-bit words (the 1990s standard was 32-bit words). Indeed, all chess programs "hash" positions whose evaluations need to be recorded into 64-bit words by the technique of "Zobrist Keys"---and then if you allocate a hash table with (say) 2^25 = 32 million entries, they get hashed further into 25-bit words. This technique loses data when two different positions have the same code, and at least one computer blunder (Shredder 9.0 failing to recapture a Bishop versus Paolo Lafuente in 2005) has been blamed on such a "hash collision". Although foolproof 64-bit codes might not help with the "second-level hash" to 25 bits, they would definitely help with opening books and endgame tables.
Now to tie this to my joke comment, an OBDD is exactly the formalization of a winning "Twenty Questions" strategy, and it accomplishes Kolmogorov-compression of the objects being described. Papers using this technique for middlegame positions can be found on Bernard Balkenhol's website, http://www.balkenhol.net/ (click "Publications" then find "Data compression in encoding chess positions"), and for endgames, see the Master's Thesis on the chess page of Jesper Torp Kristensen: http://www.daimi.au.dk/%7Edoktoren/master_thesis/. Incidentally, Kristensen was supervised by complexity theorist Peter Bro Miltersen, with whom my most recent PhD graduate Maurice J. Jansen is doing a postdoc.