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51133279_c.gif (5853 bytes)The Age of Spiritual Machines  
- by Raymond Kurzweil © 1990, MIT Press

Part V - "The World Chess Championship"

Excerpts from his book:

PART v

"The World Chess Championship"

As noted earlier, the best machine chess players are now competing successfully at the national senior-master level, regularly defeating all but about 700 players. All chess machines use some variant of the recursive algorithm called minimax, a strategy whose computational requirements are multiplied by some constant for each additional move ahead that is analyzed. Without a totally new approach, we thus need to make exponential progress in computational power to make linear gains in game-playing performance (though we are indeed making exponential progress in hardware). The analysis I gave before estimated that the requisite computer power to achieve world-championship chess playing should become available between 9 and 54 years from now. This estimate was based on the continuing gains anticipated in the speeds of individual microprocessors. If we factor in the increasing popularity of parallel-processing architectures, the result will be much closer to the short end of this range. Some of the other scenarios in this section require significant advances in both hardware power and software sophistication. In my view, the ability of a machine to play championship chess is primarily a function of the former. Some of the possible breakthroughs in electronic hardware discussed below will be directly applicable to the chess issue. For example, if we are successful in harnessing the third dimension in chip fabrication (that is, building integrated circuits with hundreds or thousands of layers of active circuitry rather than just one), we will see a major improvement in parallel processing: hundreds or thousands of processors on a single chip. Taking into consideration only anticipated progress in conventional circuit-board fabrication methodologies and continued development of parallel-processing architectures, I feel that a computer world chess champion is a reasonable expectation by the end of the century.

What will be the impact of such a development? For many, such as myself, it will simply be the passing of a long anticipated milestone. Yes, chess is an intelligent game (that is, it requires intelligence to play well), but it represents a type of intelligence that is particularly well suited to the strengths of early machine intelligence, what I earlier called level-2 intelligence (see "The Recursive Formula and Three Levels of Intelligence"). While level-3 intelligence will certainly benefit from the increasing power of computer hardware, it will also require substantial improvements in the ability of computers to manipulate abstract concepts.

Defenders of human chess playing often say that though computers may eventually defeat all human players, computers are not able to use the more abstract and intuitive methods that humans use. For example, people can eliminate from consideration certain pieces that obviously have no bearing on the current strategic situation and thus do not need to consider sequences of moves involving those pieces. Humans are also able to draw upon a wealth of experience of previous similar situations. However, neither of these abilities is inconsistent with the recursive algorithm. The ability to eliminate from consideration branches of the expanding tree of move-countermove possibilities not worth pursuing is an important part, called pruning, of any minimax program. Drawing upon a data base of previous board positions is also a common strategy in the more advanced chess programs (particularly in the early game). It is estimated that human chess masters have memorized between 20,000 and 50,000 chess boards. While impressive, it is clear that this is again an area where machines have a distinct edge. There is little problem in a computer mastering millions of board positions (each of which can have been analyzed in great depth in advance). Moreover, it is feasible for computers to modify such previously stored board positions to use them even if they do not precisely match a current position.

It may very well be that human players deploy methods of abstraction other than recalling previous board positions, pruning and move expansion. There is little evidence, however, that for the game of chess such heuristic strategies are inherently superior to a simple recursive strategy combined with massive computational power. Chess, in my view, is a good example of a type of intelligent problem solving well suited to the strengths of the first half century of machine intelligence. For other types of problem solving (level-3 problems), the situation is different.

Not everyone will cheerfully accept the advent of a computer chess champion. Human chess champions have been widely regarded as cultural heroes, especially in the Soviet Union; we regard the world chess championship as a high intellectual achievement. If someone could compute spreadsheets in his head as quickly as (or faster than) a computer, we would undoubtedly regard him as an amazing prodigy, but not as a great intellect (in fact, he would actually be an idiot savant). A computer chess championship is likely to cause a watershed change in how many observers view machine intelligence (though perhaps for the wrong reasons). More constructively, it may also cause a keener appreciation for the unique and different strengths (at least for the near future) of machine and human intelligence.

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