A Brutal Intelligence: AI, Chess and the Human Mind
lareviewofbooks.org
lareviewofbooks.org
Chess engines didn't stop evolving after 1997. Later chess engines are stronger than Deep Blue when running on a laptop or even a smartphone. That's even though they evaluate far fewer positions per second than Deep Blue did. In fact, as of 2014 contemporary chess software running on a smartphone was stronger than chess software from 2006 running on a desktop quad core i7.
http://en.chessbase.com/post/komodo-8-deep-blue-revisited-pa...
http://en.chessbase.com/post/komodo-8-deep-blue-revisited-pa...
http://en.chessbase.com/post/komodo-8-the-smartphone-vs-desk...
Blind speed didn't win the race in the long run. But by the time that was clear, human performance trailed machines by so far that people craving drama from man-vs-machine had lost interest.
What is interesting to me - and really underexplored at the moment - are chess engines that are more human-like, but not for their strength of play. They might be a tad weaker, but much more useful for humans.
Such an engine would be able to annotate (human) games reconstructing most likely intentions of the players - which is what a good human annotator does.
It would therefore be able to teach humans by identifying their specific weaknesses on conceptual level; not merely highlight bad moves.
It could truly play like a human for entertainment or training - current chess engines suck at it, you can weaken them, but their mistakes won't have the same feel as blunders made by human opponents.
Such intelligent chess engines might be able to perfectly simulate playing style of human masters, living or deceased (based on recorded games of course) - so one day we might find a fairly probable answer to how exactly would a 1975 Fischer-Karpov match play out : )
Or generate beatiful, breathtaking games on purpose (there's already been some research devoted to evaluating beauty in chess, eg. https://en.chessbase.com/post/a-computer-program-to-identify...).
https://www.ted.com/talks/garry_kasparov_don_t_fear_intellig...
"I think we'll never know unless Kasparov says himself, but you probably won't get to talk to him because he doesn't like to talk about the subject...Kasparov spent years suggesting that IBM cheated, and he hasn't really talked about the game for many years - until now."
http://www.npr.org/2014/08/08/338850323/kasparov-vs-deep-blu...
For the record, the strategy in Alphago is to pretrain an "intuition" by supervised learning -- they did deep learning on expert games. This is mainly useful for early game moves. For late game play they improved the supervised learning strategy with self-play learning methods specifically MCTS.
In Chess they did the first part by basically stealing knowledge from "opening books" and they do the later game parts with AB pruning.
In Poker they recently did this strategy (look for the "deepstack" poker bot from UAlberta) and were quite succesful. The self play algorithm later on is CFRM. The best poker bot (from CMU) uses CFRM for both the early and late game part with different levels of coarse-graining.
To say that Deep Blue beat Kasparov with nothing but brute-force speed is to neglect the rather intelligent decisions it made, ascribing different weights to pieces in potential sacrifices, positions, development of pieces, control of the center, initiative, and all the other values that a human player uses to play chess.
But it's just an evaluation function anyway. A very complex one, but still nothing else. Chess engine doesn't have a notion of a plan (which is how a human approaches chess). All it does is mechanically keep on steering the game towards positions that are evaluted as best by the function.
I wouldn't say so entirely--It's possible to predict multiple moves ahead (before the number of possibilities explodes), and a heuristic is a sort of plan too.
What you're describing sounds like a greedy algorithim more than anything else.
But now the AIs are gaining superior pattern recognition as well. AlphaGo beat expert Go players by training a neural network to recognize good Go moves. Just like how a human would play. And then it combined that with the computers natural ability to search millions of moves. Humans can't add anything to this type of AI.