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Francis Heery: Garry Kasparov vs Deep Blue

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Artist: Francis Heery (@)
Title: Garry Kasparov vs Deep Blue
Format: CD
Label: Flaming Pines (@)
Rated: * * * * *
There are probably few subjects more thoroughly ruined by contemporary technological discourse than artificial intelligence. Give it five minutes and somebody will be explaining that civilisation is ending, creativity is dead, or a chatbot has developed feelings because it used a semicolon correctly. It is therefore oddly refreshing to return to 1997, when the confrontation between human intelligence and machine calculation was still capable of fitting onto a chessboard.

Francis Heery does precisely that on "Garry Kasparov vs Deep Blue", turning the six games played between Garry Kasparov and IBM's Deep Blue in their famous 1997 rematch into the raw material for six pieces of electronic music. The concept could easily have produced something painfully literal: ominous digital squelches, algorithmic blips, perhaps a synthesiser being repeatedly informed that humanity is doomed. Instead, Heery takes the opposite route. He makes a record of considerable warmth, patience and restraint, where computation becomes rhythm, strategic exchange becomes musical dialogue, and the drama emerges gradually rather than being underlined in fluorescent marker.

The most charmingly eccentric part of the process is that Heery did not simply feed the games into some software and wait for the machine to compose the soundtrack to its own victory. He copied the moves down by hand and then used that notation as compositional material, effectively translating an advanced computational process back into the decidedly biological technology of a person sitting at a table with a pen. There is something almost beautifully absurd about this. Deep Blue needed specialised hardware and an enormous capacity for calculation. Heery needed paper.

The result is an album in which two principal musical behaviours continually negotiate with each other. One is a sustained electronic current, patient and somewhat gravitational; the other is a sequence of notes that seems more agile, mobile and inquisitive. Neither remains permanently dominant. They exchange roles, retreat and return, accumulating tiny changes across extended durations. The six "Game" pieces consequently resemble variations on a single argument rather than six independent compositions. And that is precisely where the chess analogy becomes genuinely musical rather than merely decorative.

Chess is usually described through its competitive dimension: one player defeats another. But listening from outside the game reveals something different. The board becomes a system in which two intelligences generate a structure neither could create alone. Every move modifies the possibilities available to the next. A pawn advances and suddenly the entire geometry changes. A seemingly insignificant decision several minutes earlier becomes decisive only retrospectively. Heery's music understands this beautifully.

“Game 1” establishes the basic vocabulary without rushing to explain it. A subdued electronic pulse and delicate tonal figures coexist like two minds sharing the same room without necessarily agreeing about the furniture. The repetitions are tidal rather than mechanical. They don't insist on returning to exactly the same place, and that subtle instability gives the piece its tension.

“Game 2” stretches the same idea further. The music feels increasingly self-propelled, yet never frantic. There is movement everywhere, but almost none of the usual theatrical signposting associated with music about technology. No sinister machines. No cinematic red lights. No synthesiser pretending to be HAL 9000 after three espressos.

Instead, Heery seems interested in the quieter poetry of calculation. This makes "Garry Kasparov vs Deep Blue" surprisingly nostalgic. Not necessarily nostalgic for chess, or even for the 1990s, but for a moment when the relationship between humans and machines still appeared comparatively legible. Deep Blue was an extraordinary piece of technology, but it was also a physical object. You could point at it. It occupied a room. It played a finite game according to rules that humans understood.

Today's computational systems are rather harder to place. They inhabit networks, clouds, data centres and interfaces, producing an increasingly blurry mixture of usefulness, hallucination, convenience and existential panic. Heery's album looks backward to a much more tangible confrontation: a man sitting opposite a machine, both making moves, one eventually losing. That historical distance gives the record an unexpected tenderness.

Heery himself operates comfortably between several territories. Born in 1980, he is an Irish improviser, composer and sound artist whose work draws on science fiction, occult philosophies and bio-aesthetics. His instrumental compositions have been performed by ensembles including the RTÉ National Symphony Orchestra, Crash Ensemble and Quiet Music Ensemble, while his activities in Berlin include co-founding the experimental music series Nexus and untergrün. He also works with electronics and modular synthesis, and releases experimental electronica under the name The Cube of Unknowing. That background helps explain why this album never sounds like an academic exercise in musical data conversion. Heery isn't interested in demonstrating that chess moves can become music. That part is easy. The more difficult question is what kind of music those moves might "suggest" once removed from the board.

“Game 3” is perhaps where the answer becomes clearest. The recurring figures acquire a strange psychological quality. One element seems to anticipate another, then withdraws. The music advances through implication rather than declaration. There is no obvious melody telling us what to feel, yet the succession of small transformations creates a remarkably strong sense of expectation.

By “Game 4”, the longest piece on the album, the process has become almost architectural. Layers accumulate with the patience of someone constructing a building one brick at a time while refusing to tell you what the building is supposed to be. The electronic textures remain soft-edged, but their persistence gives them considerable weight. What initially seems serene gradually reveals itself as an elaborate system of pressure and release.

The final two pieces compress the scale. “Game 5” retains the album's hypnotic character but feels increasingly concentrated, while “Game 6”, at just over four minutes, functions almost like an epilogue. After the prolonged exchanges of the previous games, its brevity feels meaningful. The match has ended. The calculations have run their course. Six games, thousands upon thousands of possible moves, and eventually there is simply silence again.

There is also a nice irony in the fact that Heery's process reverses the technological direction of the historical event. Deep Blue represented an extraordinary acceleration of calculation. Heery slows that information down until it becomes something contemplative. The computer's moves, originally meaningful because of their strategic consequences, become patterns of duration, repetition and change. Strategy loses its competitive purpose and acquires another kind of intelligence: musical memory. That transformation is what ultimately makes the album more than a clever concept record.

"Garry Kasparov vs Deep Blue" is not really about whether machines can think. It is about what happens when human beings take something designed to demonstrate intelligence and reinterpret it through another human activity: composition. The machine's calculations become somebody else's material. A historical defeat becomes a source of beauty. A sequence of chess notation becomes six pieces of music. And perhaps that is the most interesting thing Heery does here. He refuses both nostalgia and technological dread. There is no triumphalist humanism, but neither is there worship of the machine. The computer doesn't become a monster, nor does Kasparov become a tragic prophet of the coming algorithmic apocalypse.

They simply play chess. And someone listens closely enough to discover that, beneath the competition, there was already a strange music happening.

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