Is Othello like checkers, where there were mostly draws in high level games?
Is Othello like checkers, where there were mostly draws in high level games?
In particular, the paper does not "strongly solve" Othello. If you have an arbitrary board state, 1) and 2) are are not necessarily known for it. That means it's still possible to win a game by intentionally deviating from the perfect sequence and betting on the fact that your opponent doesn't know how to recover.
Someone with perfect strategy would have an answer for any deviation. Playing imperfectly would likely get you into a losing position. There is no way to go from a game being drawn if played perfectly to being winning if the then loser were to be using perfect strategy.
Imagine finding a pamphlet written by God that contains a listing of a perfect game of chess. Armed with it, you will still lose easily to Magnus Carlsen. He will deviate fro| the sequence and you won't know the perfect responses to his moves.
How would you go to prove that this is the perfect game of chess, if you didn't explore all of it's possible sequences? If they did solve the game, there's no way around knowing all possible outcomes - starting from a fixed given position.
An "ultra-weak solution" is even less. It gives the win/lose/draw outcome of the perfect strategy, without producing that strategy, nor even producing the game of perfect play from the initial state.
This is all covered in the second paragraph of the paper's introduction.
https://en.wikipedia.org/wiki/Solved_game
And if a strategy for perfect play only from the initial position is a strong solution, then what do you call the even more strongly solved case of a strategy for perfect play from any position?
The second paragraph of the paper isn't super specific about its definition for "weakly solved", but I read it as agreeing with my statement. It also calls checkers "weakly solved", a game for which a strategy to beat any possible move is known.
Even if you don't know the moves you will know that you are in a winning / drawn position. Magnus can not find a way to get to a winning position unless you make a mistake.
Perfect play in a perfect game means that the objective won't change - in optimal control theory this is called Pontryagin's Maximum Principle or the Bellman optimality criteria. A "value to go" function is enough to find the optimal solution.
That's the easiest part.
Someone verified there is a perfect strategy, using tons of computational resources and lots of time. The game tree they explored may have millions of billions of nodes, of which only the top layers could be saved.
To use a perfect strategy in an actual game, you need to have it stored in some format that allows near-real time lookups.
Such is the difference between weakly and strongly solving.
EDIT: Strongly solving goes beyond the latter, requiring real-time best play from arbitrary positions.
no, you described difference between storing the result and not storing it
strongly solving means allowing arbitrary amount of mistakes from either player before giving to the solver
This does have to be mutual though, if only one side plays imperfectly, then the other can always force at least a draw.
So if you know the other side is incapable of playing perfectly, it could be rational to deviate.
This part is not correct. If the arbitrary board state you start from is reachable from the fixed opening state given that the other player plays perfectly, then weak-solvedness means the other player can force whatever (a draw, in this case). If not, then the question is open. I don't know Othello, but an example of a chess position that is not reachable from the standard opening position is one where White has 8 pawns (so none have been promoted) but two bishops on white squares -- such a position can never arise through a legal sequence of moves. If we pretend for a moment that chess has been weakly solved as a draw, another example would be a position where White has only its king left, while Black has two rooks -- in this situation, Black can force a win, which implies that this is not a position that could ever arise under perfect play from the standard opening position, since that has already been proven to always result in a draw.
I found it helpful to (re-)derive what "forcing a draw" actually means, maybe you will too: Player 1 can force a draw from board position B in k moves or less iff, on their turn, (1) it is already a draw or a win for them, or (2) k >= 1 and they can play a move that draws or wins immediately, or (3, the inductive case) k >= 2 and they can play a move such that, for every legal move that player 2 could then play, player 1 can force a draw or win from the resulting board position in k-2 moves or less.
The draw percentage in checkers/draught and in chess are roughly similar, (anywhere between 50% and 60% at high-level play), despite checkers being solved and chess not.
From the computer point of view, it's more possible states to explore, so I think it makes things much harder
Say, allowing a purpose designed device, but limited to 1W of power consumption. Or some fixed energy budget (J) per move. Too strong? Take it down to 0.1W, 10mW or whatever.
That would degrade brute forcing as a viable approach, and bring it back to smart algorithms, clever ways to reduce the search space, etc.
Yeah, this is my problem with bowling and golf. If you're a professional bowler, literally your only job is to knock down the pins. Why do anything else? If you miss one, you're bad at your job. Ditto with golf -- the hole is right there, just get the ball in it!
(Honestly not sure how sarcastic vs sincere I am in this comment.)
Parent made an argument by analogy, no evidence needs to enter the picture. At best you can say his analogy is flawed.
It's not even flawed, anyway. If cars not being allowed is supposed to refute the analogy, then an obvious answer would be that Othello playing programs could also banned in Othello competitions (given that the solution can't just be internalized by a human player).
I don't think you understand the purpose of games.
This is like saying since we have cars, why do people still race?
Or "why even do shooting competitions, when a robot or a person with a laser scope can easily win them?"
In other words, not losing is heavily prioritised over winning in top chess, currently.
There are many possible ways to change this. My favourite is to make a win worth 3 points, and a draw 1 point. Both in tournament scoring and rating calculation.
I think this would incentivise more aggressive play, and disincentivise the constant slog of the same 15 top players playing mostly draws against eachother, and barely playing in more open tournaments with a bigger rating interval.
It's more that once you are in a losing position, winning is extremely difficult, and a draw is often the best thing you can achieve.
From there on, the losing side cares about not losing (because winning is almost impossible), but the winning side stills tries to win. Great chess players are the ones who can turn a losing position into a draw, or prevent draws from a winning position.
Yet occasionally we see players throw out unsound openings and they work out just fine because they're so complex and sharp they're hard to refute.
I understand how chess play works, being a tournament player myself. My point is not on the mechanics of chess, but the psychology of these players as a result of being brought up in a chess world where risk averse play is strongly awarded.
Ultimately, the core problem here is that these players choose to play in a way that leads to more draws, not that they're so unbelievably strong that it's almost impossible for them to beat eachother.
Just look at computer chess. They're way beyond human capability, and yet they still don't play perfectly. That should tell you how large the gulf is between current human play and perfect or even close to perfect play.
Once/if chess is formally weakly solved it will change exactly nothing for human chess players. If your plan is to remember the solution you may just as well start learning top engine lines today.
I call it "weakly solved in practice" because it's exactly that: our (chess players) reality today is exactly the same as if chess was actually weakly solved.
This depends on whether the solution can be "memorized" so to speak. For games where it can, it makes playing meaningless.
"Solved" doesn't mean "beats humans."
I see your point about what "solved" would mean for humans, though.
People were able to beat "Stockfish with one minute per move with no opening book" back then given enough time and strong hardware. It's no longer the case. Chess from starting position is completely dead in computer/centaur play/correspondence play. No one is able to win a single game vs an engine running on a home PC even if they can use arbitrary amount of computing power to help.
As to engines getting better: they don't get better anymore at playing chess from starting position. They get better at playing chess starting from set of unbalanced positions (chosen to be on the edge of winning/drawn) which would never occur from engine play from starting position.
My point wasn't about humans but about chess in fact being weakly solved. We just don't have a mathematical proof yet.
It would be hubris to say "Ok, it kept improving up until last month or so, but now it's perfect."
If it's still improving, that means the current version can be beaten. If it can be beaten, that means we haven't solved it yet.
> No one is able to win a single game vs an engine running on a home PC even if they can use arbitrary amount of computing power to help.
I'm not quite sure I understand what you're suggesting, because it's not clear what "arbitrary computing power" means -- are they also running StockFish? If so, we already know that StockFish in better hardware runs better, so this is meaningless in a normal game, but I am guessing you mean with no time limits.
Is your suggestion that StockFish of 2020 will always draw against StockFish of 2023 if they have "unlimited time?"
If so, this seems slightly tautological. Chess is finite, so we have always known that "given enough time" anyone could enumerate all the possibilities. But if we restrict the time to, say, an hour per move, perhaps you'd say that's not "unlimited" enough.
But I'm actually interested. Has anyone tried 2020 StockFish vs 2023 StockFish with huge time allowances?
In terms of weakly and strongly solved you could say that modern Stockfish is a step closer to strongly solving chess than previous one (it is able to win more winning positions and find draws in more difficult drawn positions). It is however not able to win from standard starting position (what we call chess).
It seems to me you're not familiar with how chess engines are tested and compared and your misunderstanding of the state of the affairs stems from that.
>>Is your suggestion that StockFish of 2020 will always draw against StockFish of 2023 if they have "unlimited time?"
You don't need unlimited time. You need less than 30 minutes per move on modern top of the line consumer CPU. Probably much less but I want to be safe. You also need an opening book if using Stockfish before NNUE. It had a very well known weakness in the openings and wasn't designed to be used without an opening book. If the goal was to ship a strongest engine in as-is state the programmers would add a few megabytes of book moves - resulting in still smaller executable than modern NNUE version. They didn't because everyone used their own book anyway.
If NN engine "contains" an opening book is a philosophical question heavily debated by chess programmers. It didn't matter for a long time until Alpha Zero team exploited it to make their engine look much better than it really was.
>>But I'm actually interested. Has anyone tried 2020 StockFish vs 2023 StockFish with huge time allowances?
It's pointless from starting position (with caveats above). That's also the reason correspondence chess is dead. Rare wins come from mistakes in move entry or failure to run an engine for 30 seconds for whatever reason. Top correspondence players - guys who used to run multiple huge machines for days or weeks to find any tiny edge with often custom software to guide the engine can't win vs bare unattended Stockfish running on a Threadripper for 30 minutes or less per move anymore.
Othello tends to have huge score swings in the end game. I think it’s even hard to get a draw from a typical mid game position if both players were to aim for it.
This result may change that, of course.
See: Le Sedol [1] after AlphaGo:
"On 19 November 2019, Lee announced his retirement from professional play, stating that he could never be the top overall player of Go due to the increasing dominance of AI. Lee referred to them as being "an entity that cannot be defeated""
Chess and Go and Checkers competitions have not disappeared after humans stopped being the best players of them.
https://www.dicebreaker.com/series/wizstone/news/go-player-d...