Interview with Robert Houdart, author of the world's strongest chess engine
chessbase.com
chessbase.com
(yt link just to video https://www.youtube.com/watch?feature=player_embedded&v=...)
The computer is seeing patterns that aren't apparent to humans. Patterns of time and momentum, with pieces scattered across the board. Non-local multidimensional high-complexity patterns.
Of course the best players also see deeper than the rest of us. But in hindsight the moves are rational and the patterns visible, because they're the kinds of patterns we can grok.
I wonder if this just a teaser, a taste of things to come. If we can model a situation we can simulate it. Weather, traffic congestion, etc. With a cost function and players, we've got a game engine. Cooperative or competitive.
So how does this evolve? Phone apps that organize flash mobs? Google cars that weave helter-skelter without stop lights on bi-directional lanes. Software that calls all the plays, coaches the game, generals the war, controls the money supply or the trading on a futures market.
Will we become the spectators, happily playing our side of an invisible gambit?
I'm going to have strange dreams now about our future... artificial intelligence so advanced that it doesn't see the point in destroying us when it can just relentlessly prank and troll the world. :)
There is a chess programming wiki[0] (which was possibly referred to in the article) which gives some examples of parallel search algorithms. There is also a chess engine written in openCL which is not terribly strong as yet. Those of you with greater knowledge of algorithms may find these problems interesting; if I had a dedicated GPU to hand I'd probably be hacking on it.
[0]http://chessprogramming.wikispaces.com/Parallel+Search [1]http://zeta-chess.blogspot.com/
That reminds me of an interview I read many years ago with an author of one of the then leading chess engines. They were doing some last minute fiddling before a tournament, and they accidentally introduced a bug that effectively reversed the goal of the game. Their engine wanted to lose.
At first, you would think that this would readily become obvious. You might expect that once it got past the opening book, where it plays by rote, it would start leaving pieces undefended, not capturing enemy pieces that are open.
That is not what happened. Actually, it played well for most of the middle game. The reason is simple--when it evaluated the board in order to formulate a plan to lose, IT ASSUMED THE OPPONENT WAS ALSO TRYING TO LOSE!
To win a game of chess where the goal of both players is to lose, what you are going to have to aim for is a position where you have such a strong position that you can force the opponent into a situation where you can check him, and to get out of check he is forced to checkmate you. In short, you have to completely dominate the opponent in order to ensure you will lose--and this means you have to play a really really good middle game.
Basically most engines are minimax (or proof-number search) and alpha-beta pruning based. I guess that in the game you describe the algorithms are the same but it choses the worst scores instead of the best ones. It's commonly called "suicide chess" and when two suicide-chess AI confronts, there are always strange results.
It's a bit like calling Alan Cox "author of the widely used Linux operating system".
Ippolit stands accused of using decompiled parts of Rybka, Rybka itself may[2] be using bits of Fruit, and possibly others.
I don't know enough to comment about the strength of the various allegations, but there are definitely conflicts over the exact authorship/heritage of a lot of the top performers.