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The aim of the article is to review relationships of people and machines in the light of technological and cultural development of chess. I posit that a pre-modern desire to create an invincible machine has changed since a breakthrough game played between Garry Kasparov and Deeper Blue computer in 1997, and turned into an opposite desire: to play an defeat the machine. In contemporary chess community transversal connections between a man and a computer are crucial – not only for the future of the game, but also for the development of human cognitive structures and the emergence of processes taking place within the chess computer systems, which can be defined as quasi-humane.
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