The other big improvement from AlphaGo was using another deep convolution network trained on moves from all those games to create an 'expand' function. Unlike chess, the branching factor of that search tree in Go is ridiculously high, because you can place a stone pretty much anywhere on a big board, while in chess the set of legal moves at any given time is fairly limited. So that neural network they use as an expand function allows them to prioritize the order in which moves are considered. This innovation isn't necessary for chess as the branching factor is much lower - but it might still provide an input for the prioritizing the order in which moves are evaluated.
After learning how all this worked, I understand why Deepmind themselves seem more impressed with their Atari AI, as it actually learned how to play the game from first principles by just looking at the pixels and being told its score, whereas, the approach above, impressive as it is, still actually just plugs the neural networks into existing algorithms, rather than use them for the core decision making process too.
I don't think it will necessarily be as good at chess, because chess has a much smaller search space. So "stupider" methods can actually work, while Go requires very good pattern recognition to prune the search space.
The current version might be using some different techniques that could be more useful, though. They should release some details in the next few weeks.
http://www.popsci.com/science/article/2010-12/fyi-how-many-d...