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The Chess Master and the
Computer
By
Garry Kasparov
Chess
Metaphors: Artificial
Intelligence and the Human Mind
by
Diego Rasskin-Gutman, translated
from the Spanish by Deborah Klosky
MIT
Press, 205 pp., $24.95
In
1985, in Hamburg,
I played against thirty-two
different chess computers at the same time in what is known as a
simultaneous
exhibition. I walked from one machine to the next, making my moves over
a
period of more than five hours. The four leading chess computer
manufacturers
had sent their top models, including eight named after me from the
electronics
firm Saitek.
It
illustrates the state of
computer chess at the time that it didn't come as much of a surprise
when I
achieved a perfect 32–0 score, winning every game, although there was
an
uncomfortable moment. At one point I realized that I was drifting into
trouble
in a game against one of the "Kasparov" brand models. If this machine
scored a win or even a draw, people would be quick to say that I had
thrown the
game to get PR for the company, so I had to intensify my efforts.
Eventually I
found a way to trick the machine with a sacrifice it should have
refused. From
the human perspective, or at least from my perspective, those were the
good old
days of man vs. machine chess.
Eleven
years later I narrowly
defeated the supercomputer Deep Blue in a match. Then, in 1997, IBM
redoubled
its efforts—and doubled Deep Blue's processing power—and I lost the
rematch in
an event that made headlines around the world. The result was met with
astonishment and grief by those who took it as a symbol of mankind's
submission
before the almighty computer. ("The Brain's Last Stand" read the
Newsweek headline.) Others shrugged their shoulders, surprised that
humans
could still compete at all against the enormous calculating power that,
by
1997, sat on just about every desk in the first world.
It was
the specialists—the
chess players and the programmers and the artificial intelligence
enthusiasts—who had a more nuanced appreciation of the result.
Grandmasters had
already begun to see the implications of the existence of machines that
could
play—if only, at this point, in a select few types of board
configurations—with
godlike perfection. The computer chess people were delighted with the
conquest
of one of the earliest and holiest grails of computer science, in many
cases
matching the mainstream media's hyperbole. The 2003 book Deep Blue by
Monty
Newborn was blurbed as follows: "a rare, pivotal watershed beyond all
other triumphs: Orville Wright's first flight, NASA's landing on the
moon...."
The AI
crowd, too, was
pleased with the result and the attention, but dismayed by the fact
that Deep
Blue was hardly what their predecessors had imagined decades earlier
when they
dreamed of creating a machine to defeat the world chess champion.
Instead of a
computer that thought and played chess like a human, with human
creativity and
intuition, they got one that played like a machine, systematically
evaluating
200 million possible moves on the chess board per second and winning
with brute
number-crunching force. As Igor Aleksander, a British AI and neural
networks
pioneer, explained in his 2000 book, How to Build a Mind:
By the
mid-1990s the number
of people with some experience of using computers was many orders of
magnitude
greater than in the 1960s. In the Kasparov defeat they recognized that
here was
a great triumph for programmers, but not one that may compete with the
human
intelligence that helps us to lead our lives.
It was
an impressive
achievement, of course, and a human achievement by the members of the
IBM team,
but Deep Blue was only intelligent the way your programmable alarm
clock is
intelligent. Not that losing to a $10 million alarm clock made me feel
any
better.
My
hopes for a return match
with Deep Blue were dashed, unfortunately. IBM had the publicity it
wanted and
quickly shut down the project. Other chess computing projects around
the world
also lost their sponsorship. Though I would have liked my chances in a
rematch
in 1998 if I were better prepared, it was clear then that computer
superiority
over humans in chess had always been just a matter of time. Today, for
$50 you
can buy a home PC program that will crush most grandmasters. In 2003, I
played
serious matches against two of these programs running on commercially
available
multiprocessor servers—and, of course, I was playing just one game at a
time—and in both cases the score ended in a tie with a win apiece and
several
draws.
Inevitable
or not, no one understood
all the ramifications of having a super-grandmaster on your laptop,
especially
what this would mean for professional chess. There were many doomsday
scenarios
about people losing interest in chess with the rise of the machines,
especially
after my loss to Deep Blue. Some replied to this with variations on the
theme
of how we still hold footraces despite cars and bicycles going much
faster, a
spurious analogy since cars do not help humans run faster while chess
computers
undoubtedly have an effect on the quality of human chess.
Another
group postulated that
the game would be solved, i.e., a mathematically conclusive way for a
computer
to win from the start would be found. (Or perhaps it would prove that a
game of
chess played in the best possible way always ends in a draw.) Perhaps a
real
version of HAL 9000 would simply announce move 1.e4, with checkmate in,
say,
38,484 moves. These gloomy predictions have not come true, nor will
they ever
come to pass. Chess is far too complex to be definitively solved with
any
technology we can conceive of today. However, our looked-down-upon
cousin,
checkers, or draughts, suffered this fate quite recently thanks to the
work of
Jonathan Schaeffer at the University
of Alberta and
his
unbeatable program Chinook.
The
number of legal chess
positions is 1040, the number of different possible games, 10120.
Authors have
attempted various ways to convey this immensity, usually based on one
of the
few fields to regularly employ such exponents, astronomy. In his book
Chess Metaphors,
Diego Rasskin-Gutman points out that a player looking eight moves ahead
is
already presented with as many possible games as there are stars in the
galaxy.
Another staple, a variation of which is also used by Rasskin-Gutman, is
to say
there are more possible chess games than the number of atoms in the
universe.
All of these comparisons impress upon the casual observer why
brute-force
computer calculation can't solve this ancient board game. They are also
handy,
and I am not above doing this myself, for impressing people with how
complicated chess is, if only in a largely irrelevant mathematical way.
This
astronomical scale is
not at all irrelevant to chess programmers. They've known from the
beginning
that solving the game—creating a provably unbeatable program—was not
possible
with the computer power available, and that effective shortcuts would
have to
be found. In fact, the first chess program put into practice was
designed by
legendary British mathematician Alan Turing in 1952, and he didn't even
have a
computer! He processed the algorithm on pieces of paper and this "paper
machine" played a competent game.
Rasskin-Gutman
covers this
well-traveled territory in a book that achieves its goal of being an
overview
of overviews, if little else. The history of the study of brain
function is
covered in the first chapter, tempting the reader to skip ahead. You
might
recall axons and dendrites from high school biology class. We also
learn about
cholinergic and aminergic systems and many other things that are not
found by
my computer's artificially intelligent English spell-checking system—or
referenced again by the author. Then it's on to similarly concise, if
inconclusive, surveys of artificial intelligence, chess computers, and
how
humans play chess.
There
have been many
unintended consequences, both positive and negative, of the rapid
proliferation
of powerful chess software. Kids love computers and take to them
naturally, so
it's no surprise that the same is true of the combination of chess and
computers.
With the introduction of super-powerful software it became possible for
a
youngster to have a top- level opponent at home instead of need ing a
professional trainer from an early age. Countries with little by way of
chess
tradition and few available coaches can now produce prodigies. I am in
fact
coaching one of them this year, nineteen-year-old Magnus Carlsen, from
Norway,
where relatively little chess is played.
The
heavy use of computer
analysis has pushed the game itself in new directions. The machine
doesn't care
about style or patterns or hundreds of years of established theory. It
counts
up the values of the chess pieces, analyzes a few billion moves, and
counts
them up again. (A computer translates each piece and each positional
factor
into a value in order to reduce the game to numbers it can crunch.) It
is
entirely free of prejudice and doctrine and this has contributed to the
development of players who are almost as free of dogma as the machines
with
which they train. Increasingly, a move isn't good or bad because it
looks that
way or because it hasn't been done that way before. It's simply good if
it
works and bad if it doesn't. Although we still require a strong measure
of
intuition and logic to play well, humans today are starting to play
more like
computers.
The
availability of millions
of games at one's fingertips in a database is also making the game's
best
players younger and younger. Absorbing the thousands of essential
patterns and
opening moves used to take many years, a process indicative of Malcolm
Gladwell's "10,000 hours to become an expert" theory as expounded in
his recent book Outliers. (Gladwell's earlier book, Blink, rehashed, if
more
creatively, much of the cognitive psychology material that is
re-rehashed in
Chess Metaphors.) Today's teens, and increasingly pre-teens, can
accelerate
this process by plugging into a digitized archive of chess information
and
making full use of the superiority of the young mind to retain it all.
In the
pre-computer era, teenage grandmasters were rarities and almost always
destined
to play for the world championship. Bobby Fischer's 1958 record of
attaining
the grandmaster title at fifteen was broken only in 1991. It has been
broken
twenty times since then, with the current record holder, Ukrainian
Sergey
Karjakin, having claimed the highest title at the nearly absurd age of
twelve
in 2002. Now twenty, Karjakin is among the world's best, but like most
of his
modern wunderkind peers he's no Fischer, who stood out head and
shoulders above
his peers—and soon enough above the rest of the chess world as well.
Excelling
at chess has long
been considered a symbol of more general intelligence. That is an
incorrect
assumption in my view, as pleasant as it might be. But for the purposes
of
argument and investigation, chess is, in Russkin-Gutman's words, "an
unparalleled laboratory, since both the learning process and the degree
of
ability obtained can be objectified and quantified, providing an
excellent
comparative framework on which to use rigorous analytical techniques."
Here I
agree wholeheartedly,
if for different reasons. I am much more interested in using the chess
laboratory to illuminate the workings of the human mind, not the
artificial
mind. As I put it in my 2007 book, How Life Imitates Chess, "Chess is a
unique cognitive nexus, a place where art and science come together in
the
human mind and are then refined and improved by experience."
Coincidentally the section in which that phrase appears is titled "More
than a metaphor." It makes the case for using the decision-making
process
of chess as a model for understanding and improving our decision-making
everywhere else.
This is
not to say that I am
not interested in the quest for intelligent machines. My many
exhibitions with
chess computers stemmed from a desire to participate in this grand
experiment.
It was my luck (perhaps my bad luck) to be the world chess champion
during the
critical years in which computers challenged, then surpassed, human
chess
players. Before 1994 and after 2004 these duels held little interest.
The
computers quickly went from too weak to too strong. But for a span of
ten years
these contests were fascinating clashes between the computational power
of the
machines (and, lest we forget, the human wisdom of their programmers)
and the
intuition and knowledge of the grandmaster.
In what
Rasskin-Gutman
explains as Moravec's Paradox, in chess, as in so many things, what
computers
are good at is where humans are weak, and vice versa. This gave me an
idea for
an experiment. What if instead of human versus machine we played as
partners?
My brainchild saw the light of day in a match in 1998 in León, Spain,
and we called it "Advanced Chess." Each player had a PC at hand
running the chess software of his choice during the game. The idea was
to
create the highest level of chess ever played, a synthesis of the best
of man
and machine.
Although
I had prepared for
the unusual format, my match against the Bulgarian Veselin Topalov,
until
recently the world's number one ranked player, was full of strange
sensations.
Having a computer program available during play was as disturbing as it
was
exciting. And being able to access a database of a few million games
meant that
we didn't have to strain our memories nearly as much in the opening,
whose possibilities
have been thoroughly catalogued over the years. But since we both had
equal
access to the same database, the advantage still came down to creating
a new
idea at some point.
Having
a computer partner
also meant never having to worry about making a tactical blunder. The
computer
could project the consequences of each move we considered, pointing out
possible outcomes and countermoves we might otherwise have missed. With
that
taken care of for us, we could concentrate on strategic planning
instead of
spending so much time on calculations. Human creativity was even more
paramount
under these conditions. Despite access to the "best of both worlds,"
my games with Topalov were far from perfect. We were playing on the
clock and
had little time to consult with our silicon assistants. Still, the
results were
notable. A month earlier I had defeated the Bulgarian in a match of
"regular" rapid chess 4–0. Our advanced chess match ended in a 3–3
draw. My advantage in calculating tactics had been nullified by the
machine.
This
experiment goes
unmentioned by Russkin-Gutman, a major omission since it relates so
closely to
his subject. Even more notable was how the advanced chess experiment
continued.
In 2005, the online chess-playing site Playchess.com hosted what it
called a
"freestyle" chess tournament in which anyone could compete in teams
with other players or computers. Normally, "anti-cheating" algorithms
are employed by online sites to prevent, or at least discourage,
players from
cheating with computer assistance. (I wonder if these detection
algorithms,
which employ diagnostic analysis of moves and calculate probabilities,
are any
less "intelligent" than the playing programs they detect.)
Lured
by the substantial
prize money, several groups of strong grandmasters working with several
computers at the same time entered the competition. At first, the
results
seemed predictable. The teams of human plus machine dominated even the
strongest computers. The chess machine Hydra, which is a chess-specific
supercomputer like Deep Blue, was no match for a strong human player
using a
relatively weak laptop. Human strategic guidance combined with the
tactical
acuity of a computer was overwhelming.
The
surprise came at the
conclusion of the event. The winner was revealed to be not a
grandmaster with a
state-of-the-art PC but a pair of amateur American chess players using
three
computers at the same time. Their skill at manipulating and
"coaching" their computers to look very deeply into positions
effectively counteracted the superior chess understanding of their
grandmaster
opponents and the greater computational power of other participants.
Weak human
+ machine + better process was superior to a strong computer alone and,
more
remarkably, superior to a strong human + machine + inferior process.
The
"freestyle"
result, though startling, fits with my belief that talent is a misused
term and
a misunderstood concept. The moment I became the youngest world chess
champion
in history at the age of twenty-two in 1985, I began receiving endless
questions about the secret of my success and the nature of my talent.
Instead
of asking about Sicilian Defenses, journalists wanted to know about my
diet, my
personal life, how many moves ahead I saw, and how many games I held in
my
memory.
I soon
realized that my
answers were disappointing. I didn't eat anything special. I worked
hard
because my mother had taught me to. My memory was good, but hardly
photographic. As for how many moves ahead a grandmaster sees,
Russkin-Gutman
makes much of the answer attributed to the great Cuban world champion
José Raúl
Capablanca, among others: "Just one, the best one." This answer is as
good or bad as any other, a pithy way of disposing with an attempt by
an
outsider to ask something insightful and failing to do so. It's the
equivalent
of asking Lance Armstrong how many times he shifts gears during the
Tour de
France.
The
only real answer,
"It depends on the position and how much time I have," is
unsatisfying. In what may have been my best tournament game at the 1999
Hoogovens tournament in the Netherlands,
I visualized the winning position a full fifteen moves ahead—an unusual
feat. I
sacrificed a great deal of material for an attack, burning my bridges;
if my
calculations were faulty I would be dead lost. Although my intuition
was
correct and my opponent, Topalov again, failed to find the best defense
under
pressure, subsequent analysis showed that despite my Herculean effort I
had
missed a shorter route to victory. Capablanca's sarcasm aside,
correctly
evaluating a small handful of moves is far more important in human
chess, and
human decision-making in general, than the systematically deeper and
deeper
search for better moves—the number of moves "seen ahead"—that
computers rely on.
There
is little doubt that
different people are blessed with different amounts of cognitive gifts
such as
long-term memory and the visuospatial skills chess players are said to
employ.
One of the reasons chess is an "unparalleled laboratory" and a
"unique nexus" is that it demands high performance from so many of
the brain's functions. Where so many of these investigations fail on a
practical level is by not recognizing the importance of the process of
learning
and playing chess. The ability to work hard for days on end without
losing focus
is a talent. The ability to keep absorbing new information after many
hours of
study is a talent. Programming yourself by analyzing your
decision-making
outcomes and processes can improve results much the way that a smarter
chess
algorithm will play better than another running on the same computer.
We might
not be able to change our hardware, but we can definitely upgrade our
software.
With
the supremacy of the
chess machines now apparent and the contest of "Man vs. Machine" a
thing of the past, perhaps it is time to return to the goals that made
computer
chess so attractive to many of the finest minds of the twentieth
century.
Playing better chess was a problem they wanted to solve, yes, and it
has been
solved. But there were other goals as well: to develop a program that
played
chess by thinking like a human, perhaps even by learning the game as a
human
does. Surely this would be a far more fruitful avenue of investigation
than
creating, as we are doing, ever-faster algorithms to run on ever-faster
hardware.
This is
our last chess
metaphor, then—a metaphor for how we have discarded innovation and
creativity
in exchange for a steady supply of marketable products. The dreams of
creating
an artificial intelligence that would engage in an ancient game
symbolic of
human thought have been abandoned. Instead, every year we have new
chess
programs, and new versions of old ones, that are all based on the same
basic
programming concepts for picking a move by searching through millions
of
possibilities that were developed in the 1960s and 1970s.
Like so
much else in our
technology-rich and innovation-poor modern world, chess computing has
fallen
prey to incrementalism and the demands of the market. Brute-force
programs play
the best chess, so why bother with anything else? Why waste time and
money
experimenting with new and innovative ideas when we already know what
works?
Such thinking should horrify anyone worthy of the name of scientist,
but it
seems, tragically, to be the norm. Our best minds have gone into
financial
engineering instead of real engineering, with catastrophic results for
both
sectors.
Perhaps
chess is the wrong
game for the times. Poker is now everywhere, as amateurs dream of
winning
millions and being on television for playing a card game whose
complexities can
be detailed on a single piece of paper. But while chess is a 100
percent
information game—both players are aware of all the data all the
time—and
therefore directly susceptible to computing power, poker has hidden
cards and
variable stakes, creating critical roles for chance, bluffing, and risk
management.
These
might seem to be
aspects of poker based entirely on human psychology and therefore
invulnerable
to computer incursion. A machine can trivially calculate the odds of
every
hand, but what to make of an opponent with poor odds making a large
bet? And
yet the computers are advancing here as well. Jonathan Schaeffer, the
inventor
of the checkers-solving program, has moved on to poker and his digital
players
are performing better and better against strong humans—with obvious
implications for online gambling sites.
Perhaps
the current trend of
many chess professionals taking up the more lucrative pastime of poker
is not a
wholly negative one. It may not be too late for humans to relearn how
to take
risks in order to innovate and thereby maintain the advanced lifestyles
we
enjoy. And if it takes a poker-playing supercomputer to remind us that
we can't
enjoy the rewards without taking the risks, so be it.
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