Chess, unlike war, is a game of perfect information
daily.jstor.org
daily.jstor.org
This makes it so chess has a one-shot sub game perfect equilibrium: https://en.m.wikipedia.org/wiki/Subgame_perfect_equilibrium. But, the dimensionality of the possible end states is very high, because there are many different configurations leading to a checkmate, so you can’t easily perform backward induction. But you can perform minimax (which is how Stockfish works): https://en.m.wikipedia.org/wiki/Minimax
From a game theory perspective chess is really not at all like an actual war, because the properties of the game are different in almost every conceivable way - not just because of perfect information. But, you can model more complex “games” like war in a way that makes them more similar to chess if you wish. Just be careful because ignoring very fundamental differences like the payoff model could greatly affect decision making - for war, you’d probably rather surrender or make minor concessions in most cases than win at the cost of 99% of your people and infrastructure getting destroyed.
AlphaZero uses Neural Networks, old engines used to use Alpha-Beta pruning if I am not mistaken but after 2017 (the year AlphaZero papers were released) they started using a combination of the two or just NN.
Chess Programming Wiki [1] is an awesome website if you want to learn how Chess engines work in detail (or write one).
In my original comment I didn’t mention pruning or other heuristics like estimating the value of intermediate states because it’s more of an optimization (a very important one!) that doesn’t affect the theory very much.
Not even just dissent, eg despair used to generate an advantage in morale can be incredibly powerful.
Alternatively misinformation can push you towards bad tactical decisions.
This got me thinking: is that common in games? If I take someone’s place at a Risk board, can I play well?
But in both cases, there is perhaps still some state… At least if you’re playing a human. You might be able to get a feel for what’s on their mind. Where they’re going with the game. What overall strategy they’re working on. And that can inform what comes next.
But is that just a form of gambler’s fallacy? Would an AI have a natural advantage if it made optimal moves given current state rather than being attached to a “plan”? Is the “plan” just an abstraction so you don’t have to re-analyze the board every time? Or is the “plan” some sort of advantage?
A standard optimization in chess engines is to treat a single repetition as a draw, while in competitive rules the position must be repeated twice in order for either player to claim a draw.
This works fine for playing against an infinitely good opponent, or against a clone of itself, which is how engines are usually tuned, because the repetition will be made if and only if the best evaluation under minimax is a draw, in which case a second repetition will also be optimal.
But it's not maximally exploitative against a weaker opponent. It's possible in some positions to give the opponent the choice between repeating moves and making a mistake: you can do this "for free" by giving the opponent this choice and then playing a different continuation if the opponent correctly chooses to repeat. And when annotating a human game, this bug will cause the engine to scream that the human blundered if he allows a single repetition in a winning position, whether for this reason or to gain time on the clock.
Every decent chess player is able to take over any position, there is no need to communicate the plan being worked on, you look at the board, you evaluate your and your opponent's strengths and weaknesses, and a plan (or even plans) should show up, assuming the game is not a dead draw, the evaluation of course differs from one player to another, and consequently, the continuation.
I as a beginner try not to give my bishops for horses, but more advanced players adjust it to the strategy they want to persue.
Some people have more experience in open, others closed games.
There are lots of other simplifications beginners have to make to be able to not get totally lost.
> take someone’s place at a risk board
Not the case because Risk has unshared knowledge (the contents of your cards) and taking someone’s place makes it so the game doesn’t have perfect recall. You need shared knowledge and perfect recall, or complete knowledge (in which case recall doesn’t really matter) for a game to have a sub game perfect equilibirium - in simplified terms, for there to be an optimal strategy that applies equally well regardless of the game’s prior events.
That might be hard to reason about with Risk, but consider how information “leaks” by when players choose to use their cards or not and when they received the cards. Having a card for a long time but not using it suggests something else than having just received the card, which is why perfect recall is important. For a game to be “stateless” (ie have a one shot sub game perfect equilibrium), when cards were received would also have to not be important, but it is in Risk.
More interesting I think is knowing when a player has been holding their cards for a while.
In a game of poker you can devise a game theory optimal strategy for any given position which is objectively the best, but that's not what most players do. They try to mix in exploitative strategies which abuse the tendencies of their opponents. These tendencies are revealed after extensive experience with the players.
There is an aspect to this in chess as well, you can treat the best move as the one which is objectively best (Game theory optimal, as evaluated by chess engines usually), or you can treat the best move as the one people in general have a hard time responding well do or that your opponent doesn't play well against (Exploitative, as evaluated by opening database statistics or a players history). Yet once a tricky opening becomes popular, people wise up, and it starts becoming a bad opening again. Whereas old traps become forgotten and effective again. Whereas objectively good moves are always objectively good.
Another huge aspect to winning the game is just playing against bad players. In chess players your performance is rated based on the rating the other player, so you shouldn't fear playing games against a stronger player. In Poker your performance is measured in dollars, and you should absolutely fear playing games against a stronger player. So to be most effective in poker, you want to know the history of the people you're playing, which is why poker tools like sharkscope exist which tell people which tables are filled with historical winners.
You can play games in a stateless way and do pretty well, and the benefit to doing so is you learn skills that work against anything from the weakest to strongest opponents and allow you to play objectively good moves. But adopting a few stateful strategies can absolutely give you an edge against squishy humans. You can play the board, or you can play the player, at the end of the day all that matters is who won and who lost.
without knowledge of other players, how do pros wins consistently at casinos?
When you don't know much about the other players at a table, you tend to not use exploitative strategies as much and reply more on game theory optimal strategies and just play the cards you're dealt while you quietly gather information on your opponents tendencies so you can play the players. This might be enough to win on its own, or at least be good enough to just break even, presuming the other players are making enough mistakes.
It would only break even (again, disregarding rake or similar table costs) against another GTO strategy, and there's no way casual players, which is where the money enters this system, would play a GTO strategy. You're lucky if they remember all the rules of the game without prompting from the dealer.
For real poker variants, humans can't play an actual GTO strategy because it's too complicated. http://poker.srv.ualberta.ca/ provides an essentially perfect derived GTO strategy for Heads Up, Limit Texas Hold'em. It's... a lot, trying to "simplify" it will make it leak money (where Cepheus takes option A 62% of the time, B 38% of the time, simplifying to fifty-fifty will lose a little money) and trying to "improve" it (e.g. let's take on more of these potentially weak opposing hands) is likely to open gaping holes in your play that can be exploited by others.
Some of the contests, you just cannot win, and all you can do is to try to minimise the damage. Some, you are almost sure to win, and is no fun playing. Close contests are thrilling, and upsets are exhilarating...
I experimented with building in something like that into RPG mechanic. It's not so simple as modelling "fog of war" as uncovering terrain like in real-time strategy games, but rather, perception roll checks and modeling morale, discipline, and simulating things like tunnel-vision.
Time is also a factor - in speed chess you only uncover as much as there is time to.
I learned to play chess almost 40 years ago. Just started playing last month and it is amazing at the amount of information, studies, theory and gameplay that is out there.
I jokingly understand this quote now:
"The ability to play chess is the sign of a gentleman. The ability to play chess well is the sign of a wasted life." - Paul Morphy
If you consider "perfect information" to include "knowledge of your opponent's previous games" (that's a big IF) then he did not have it against Deep Blue. IBM refused to give him any insight into what he was up against.
not really. Any opponent you face in a serious tournament has played before. If he's played in major matches, you have his games to study, so he's not "helping" you.
Experiment: A plays B, in two different scenarios, one where A knows all of B's prior games, and the other where he doesn't even know it's B. in which scenario would A do better?
"That's interesting. It works in practice, but will it work in theory?"
the other one, since you wondered, is:
Two economists are walking on the sidewalk and spot a $100 bill. One bends down to pick it up, but the other stops him and says, "That can't be a $100 bill. If it were, someone would have picked it up already."
They effectively don't, because the way things work in the real world is that you become known to the competitive scene long before you reach a top level tournament and people will have definitely played against you in some capacity.
If you could somehow become a top pro without interacting with the rest of the scene, then you would most definitely have a massive advantage against other top pros for a little while before they figure out your tendencies.
This is based on my experience and knowledge of real-time games like SC2 and Dota, so it may not be as applicable to Chess since the action space is considerably smaller and I don't know if knowledge of opponent tendencies is as important (I assume it is though).
I wouldn't necessarily agree all of this means it wasn't a game of perfect information, but the first match of an iterated game in the real world is almost always either inconsequential or you have access to information from a secondary source.
I don't think it's any slam at game theory to say that it doesn't represent the real world perfectly. It's an approximation.
Messing with that information is one of the ways one side can gain an unfair advantage, and why such concepts like OODA was developed.
Does your theory model the maximum possible compute of a player and the amount of time they have to spend computing these outcomes on a turn? People have a finite amount of time to make moves or they lose. Even computers can't explore the full search space.
Trivializing the combinatorial explosion of each move is not useful for a chess strategy.
Edit: it would be similar to your example of war if you e.g. couldn’t see their pieces or something that would cause information asymmetry. This would make the game very different so clearly the term of art _is_ useful and important.
Yes it _does_ communicate something interesting. It is a basic fact about the rules of play. If there were imperfect information, it would be a different game. Poker with perfect information means everyone plays with their cards up. It is a fundamentally different game.
The fact that chess has perfect information for all parties is fundamental to the game.
In this context, a strategy is a function that maps every history of moves by you and your opponent to an action. So, while chess is theoretically a game of perfect information, in practice it is less so.
Real war is not a game of perfect information, because you do not know all the strategies available to your opponent. In addition, you and your opponent's priors may have an intersection of zero measure which makes things very interesting.
War is what happens when a certain kind of people try to play the game of chicken which is usually not taught in the kind of fun programs like master's of international studies for members of the preferred party because it is too sophisticated due to the fact that it admits an infinite number of Nash equilibria ... instead, such programs prefer to focus on prisoners' dilemma which, having a dominant strategy equilibrium, is more suitable to ensure such students can go back to the bureaucracy after having passed their classes with perfect As and get us in to war.
What do you mean when you say "game of perfect information"? What would be an example of one?
In theory, chess is a game of perfect information.
But in practice, this is only true for ~6-piece endgames: every outcome has been / can be computed. But for any middle- or early-game position, the amount of finite information greatly exceeds any person's or computer's capacity, practically speaking.
In concrete terms, the tablebase for 6-piece endgames is ~150 GiB. For 7-piece, it's 16 TiB.