HIARCS and Junior, were integrated into these two programs, and could have been called at a click of the mouse. It was a 6-game match, and it was arranged in advance that the players would consult the built-in million games databases only for the 3rd and 4th game, and would only use analytical engines without consulting the databases for the remaining games. The time available to each player during the games was 60 minutes. The match ended in a 3–3 tie. After the match, Kasparov said: Even in the following years advanced-chess events were held in León. The Indian grandmaster Viswanathan Anand won three consecutive tournaments in 1999, 2000 and 2001, before losing the title to Vladimir Kramnik in 2002. After the loss to Kramnik, Anand said: Gameplay Both players sit in a typical chess-playing room, equipped with fast computers of equal hardware strength. It is the duty of the tournament organizers to make sure that the players are familiar with the pertinent hardware and software. Unlike the traditional face-to-face chess, the players usually face their respective computers. Each player is typically allotted one hour of thinking time (as was the time control used in all advanced-chess events in León), though the particular tournament regulations may vary regarding this matter. During the match, the players will typically form strategic plans in their minds, then enter the candidate sequences of moves into the computer to analyze and make sure there are no blunders and other possible holes. The human player will compare the merits of each candidate sequence after having seen the computer's analysis, and may even introduce a new variation if time permits. The player will typically play out the move which he or she has established (with computer help) to be strongest. If there are two or more moves which the computer considers to be of equal strength (such situations are frequent), the human player will use their own strategic skills and experience and analytical judgment capabilities to decide which move to play. The humans are in charge during the whole match, and are formally free to play any moves they consider the best, at their own discretion. During the opening, the players may consult a large database of opening moves and variations, containing information about who played a particular variation, when it was played, and with what success, though a particular tournament's rules may prohibit using databases in