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This
article was originally published in ConsciousEntities.com;
used here with permission.
Chess
by Peter Hankins
Computers playing chess must be about their most
celebrated achievement in the fifty-odd years since Alan
Turing launched
the modern quest for artificial intelligence. In a way
this is odd: chess is only a game, after all – what
does it matter? One reason must be the high social status
of chess and its
association with esoteric intellectual prowess; no-one
would have been impressed to the same extent by successful
poker-playing
robots, in spite of the formidable challenges that raises.
But
a more important reason is probably the way chess had previously
been used as the paradigmatic example of something computers
couldn't do. If we go back as far as the 1960s, a standard
account would explain that computers were very quick at maths,
but incapable of certain other tasks. The only way they could
play chess, for example, was by exhaustively considering
all possible moves and their consequences: an astronomical task
which no machine, even in theory, could possibly deal with.
It was usual to illustrate the way permutations grew rapidly
out of control by telling the old legend about the inventor
of chess. According to the story, he presented the game to
the king, who was so delighted he offered the inventor any
reward he chose. The inventor, with apparent modesty, asked
for a quantity of wheat: one grain on the first square of
the
chessboard, two on the next, and so on. Of course, it turns
out that the quantity of wheat involved by the time we reach
the square 64 is in fact colossal, far beyond the capacity
of any mere kingdom to supply: it has been variously described
as several hundred times the world's current annual production;
a quantity which would require a barn about 25 miles square
and 1000 feet high; or a quantity which, counted out grain
by grain, would take about 584 billion years to deliver.
Such is the power of geometric progression. The inventor got his
head cut off instead.
Those 60s writers, however, underestimated
the scope for progress in two important respects. First, even computers
don't have to exhaust
all possible moves: more sophisticated algorithms allow more efficient
problem-solving. Second, they didn't take account of Moore's Law.
First stated in 1965, this was originally about the number of transistors
you could get into an integrated circuit, but it is now generally
interpreted as the wider view that computing power itself increases
geometrically, doubling periodically. It was as though the king in
the story had come up with a magic grain of wheat which produced
two identical offspring, each of which went on to do the same, and
so on.
For some time it was an interesting question
as to whether chess would eventually be beaten by clever new programming
which
let the
computer play in a more human style, or by the simple advance of
brute-force number-crunching power. In practice, it became increasingly
clear that some combination of the two was inevitably going to
work one day. The sceptical view died hard though; Hubert Dreyfus
notoriously
disparaged the chess-playing potential of computers in his 1972
book 'What computers can't do', and has been the object of gleeful
mockery
more or less ever since. He denies ever saying that computers would
never be able to play chess: rather, he remarked that at the time
of writing they still couldn't even play at a good amateur level.
Dreyfus has a sophisticated theory about the limitations of AI,
along Heideggerian lines: essentially he denies the possibility of
formalising
general-purpose human cognition, which in his view really consists
of a complex mixture of habits, skills, and other non-theoretical
capacities: as he also points out, this stance does not naturally
imply that computers would perform badly in a formalised micro-world
like chess. As the century wore on, chess-playing machines and
programs filled the shops and the best programs began to creep up
even on
chess masters.
The argument was effectively settled, of
course, by the famous victory of 'Deep Blue' over Kasparov in 1997.
Actually,
there are
still some
arguments which sceptics can deploy. Deep Blue was carefully
adjusted during the match on an ongoing basis by human experts to
match
Kasparov's play and the strategic situation: this parallels the
way human champions,
including Kasparov, can take advice from a a support team during
intervals, but perhaps a more thorough test of the silicon side
would have merely allowed Deep Blue to interface with other computers.
The presence of human 'advisors' in the process opens the way
to an accusation that the match was more a matter of 'play by wire'
than genuinely autonomous computation. In the final analysis,
though,
does it matter? Do computers have to able to beat the world champion
before we accept that they can play chess?
Should we, in any case, be impressed by
the chess prowess of contemporary computers? I think we should, for
two reasons: one fairly evident, the other slightly obscure but rather
more alarming.
The victory of Deep Blue was presented
as very much a matter of brute force computing power – we were encouraged
to think
that Kasparov
had been beaten by a machine, not by a program. This is obviously
an over-simplification, but the conquest of chess does represent
a victory of sorts for mere processing power, and this has implications
for other fields. Computer translation, for example, which has
really only achieved the most modest levels of success so far. The
underlying
problem is that some parts of translation depend on understanding
the meaning of the text, which computers can't do. But the task
is also surely amenable to brute force in theory. If the program
has
enough information about alternative translations, and a long enough
list of contextual clues to pick up on, the level of error will
eventually fall below that of human translators (who, after all,
sometimes misunderstand
the text themselves). In principle, the 'list' required is vast,
possibly even infinite, but if chess is any guide, that need not
be an obstacle. Chess has still not been exhausted, and probably
never will be: it turned out to be enough to deal with a salient
sub-set of cases. It might well turn out that a similar subset
of things people are likely to have written would be enough for practically
efficient translation. Once translation is out of the way, a seriously
effective performance on the Turing Test begins to look possible
at last. Passing the Turing test unambiguously isn't really a sign
of consciousness (certainly not for a machine which we knew was
working
on brute force principles) but it would certainly open up a distinct
new phase of the argument. The second point springs from the discovery,
implicit in the success of brutal computing, that there are distinctively
different ways of 'thinking about' chess than the way the human brain
does it; it turns out that in some cases these may reveal things
the unaided human brain would never have found. The most remarkable
achievements in this respect are perhaps brute-force analyses of
endgames rather than general chess playing ability. By exhaustively
analysing the possiblities, computers have shown that many positions
which were previously considered to be inevitable draws can in fact
be won, in some cases by extraordinarily long-drawn out sequences
of moves. In the case where a king and two bishops faces a king and
a knight, it had been chess orthodoxy since the mid-nineteenth century
that if the 'knight' side could obtain a certain position, it could
draw. This proves to be entirely wrong: in fact, the 'bishops' side
has a win in almost all cases. Some of the endgame 'strategies' found
by computers are capable of being learnt by human beings, but this
particular case is an example of a strategy which is so meandering
and bizarre that in spite of considerable efforts, it seems to be
beyond the power of even a specialist to understand or learn it.
Presumably the number of different tactical contingencies which need
to be held in mind at the same time simply exceed the capacity of
the human mind, sometimes said to be limited to about seven items.
Personally, I find this rather scary. This
kind of discovery can perhaps be related to the computer-inspired
finding that chaotic results can emerge from the repeated application
of relatively simple equations, quite contrary to human intuition,
and more loosely to the emergence of mathematical proofs by exhaustive
computer examination of all possible cases: proofs which we have
to accept but cannot really ever understand.
In short, it suggests
that human cognition is actually rather patchy: the gaps in our
comprehension of the world in general may actually
be quite large, but we don't notice them exactly because they consist
of the kind of thing we have trouble recognising. Of course, if
Colin McGinn is right, consciousness itself falls into one of these
blind
spots. Top of page
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