Monday, January 25, 2010

Computers and Humans

More on computers, as the greatest Chess master of all writes a wonderful, wonderful book review.

Kasparov on what the computer game has done to how people play.
The heavy use of computer analysis has pushed the game itself in new directions. The machine doesn't care about style or patterns or hundreds of years of established theory. It counts up the values of the chess pieces, analyzes a few billion moves, and counts them up again... It is entirely free of prejudice and doctrine and this has contributed to the development of players who are almost as free of dogma as the machines with which they train. Increasingly, a move isn't good or bad because it looks that way or because it hasn't been done that way before. It's simply good if it works and bad if it doesn't. Although we still require a strong measure of intuition and logic to play well, humans today are starting to play more like computers.
Given how Maths has long been plagued by philosophical arguments of "but what does it mean?", "are numbers real?" and so on, I wonder if something similar will result in Maths as well. Young Mathematicians who have grown up with computers may take a similarly pragmatic view of what their predecessors considered essential matters of style and good practice.

On how easy access to vast databases of games gives young players unprecedented advantages
In the pre-computer era, teenage grandmasters were rarities and almost always destined to play for the world championship. Bobby Fischer's 1958 record of attaining the grandmaster title at fifteen was broken only in 1991. It has been broken twenty times since then, with the current record holder, Ukrainian Sergey Karjakin, having claimed the highest title at the nearly absurd age of twelve in 2002. Now twenty, Karjakin is among the world's best, but like most of his modern wunderkind peers he's no Fischer, who stood out head and shoulders above his peers—and soon enough above the rest of the chess world as well.
Whereas the article by Kenneth Rogoff was on how humans are using computers to cheat in tournaments, and others are responding by using computers to detect those cheats, and the implications of all this for our understanding of what we mean by "intelligence", Kasparov is more interested in how differences between humans and computer can result in gains from trade.
In what Rasskin-Gutman explains as Moravec's Paradox, in chess, as in so many things, what computers are good at is where humans are weak, and vice versa. This gave me an idea for an experiment. What if instead of human versus machine we played as partners? My brainchild saw the light of day in a match in 1998 in León, Spain, and we called it "Advanced Chess." Each player had a PC at hand running the chess software of his choice during the game. The idea was to create the highest level of chess ever played, a synthesis of the best of man and machine.
And this passage is purest Economics:
Having a computer partner also meant never having to worry about making a tactical blunder. The computer could project the consequences of each move we considered, pointing out possible outcomes and countermoves we might otherwise have missed. With that taken care of for us, we could concentrate on strategic planning instead of spending so much time on calculations. Human creativity was even more paramount under these conditions... A month earlier I had defeated the Bulgarian in a match of "regular" rapid chess 4–0. Our advanced chess match ended in a 3–3 draw. My advantage in calculating tactics had been nullified by the machine.
Italics added.
In 2005, the online chess-playing site Playchess.com hosted what it called a "freestyle" chess tournament in which anyone could compete in teams with other players or computers...Lured by the substantial prize money, several groups of strong grandmasters working with several computers at the same time entered the competition. At first, the results seemed predictable. The teams of human plus machine dominated even the strongest computers. The chess machine Hydra, which is a chess-specific supercomputer like Deep Blue, was no match for a strong human player using a relatively weak laptop. Human strategic guidance combined with the tactical acuity of a computer was overwhelming.

The surprise came at the conclusion of the event. The winner was revealed to be not a grandmaster with a state-of-the-art PC but a pair of amateur American chess players using three computers at the same time. Their skill at manipulating and "coaching" their computers to look very deeply into positions effectively counteracted the superior chess understanding of their grandmaster opponents and the greater computational power of other participants. Weak human + machine + better process was superior to a strong computer alone and, more remarkably, superior to a strong human + machine + inferior process.

The "freestyle" result, though startling, fits with my belief that talent is a misused term and a misunderstood concept. The moment I became the youngest world chess champion in history at the age of twenty-two in 1985, I began receiving endless questions about the secret of my success and the nature of my talent.
Again, italics added
Where so many of these investigations fail on a practical level is by not recognizing the importance of the process of learning and playing chess. The ability to work hard for days on end without losing focus is a talent. The ability to keep absorbing new information after many hours of study is a talent. Programming yourself by analyzing your decision-making outcomes and processes can improve results much the way that a smarter chess algorithm will play better than another running on the same computer. We might not be able to change our hardware, but we can definitely upgrade our software.
Even though he has been intrumental in encouraging the use of computers in Chess, I was struck by how he is interested more in using Chess and Chess-playing software as a laboratory to explore human intelligence, rather than as an end in itself. He ends with a plea for programmers to try and mimic the the human, creative, elements of intelligence.
This is our last chess metaphor, then—a metaphor for how we have discarded innovation and creativity in exchange for a steady supply of marketable products. The dreams of creating an artificial intelligence that would engage in an ancient game symbolic of human thought have been abandoned. Instead, every year we have new chess programs, and new versions of old ones, that are all based on the same basic programming concepts for picking a move by searching through millions of possibilities that were developed in the 1960s and 1970s.

Like so much else in our technology-rich and innovation-poor modern world, chess computing has fallen prey to incrementalism and the demands of the market. Brute-force programs play the best chess, so why bother with anything else? Why waste time and money experimenting with new and innovative ideas when we already know what works? Such thinking should horrify anyone worthy of the name of scientist, but it seems, tragically, to be the norm. Our best minds have gone into financial engineering instead of real engineering, with catastrophic results for both sectors.

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