HISTORICAL CHESS
Chessays
Supposition
on Results of Man vs. Machine on Chess
by Hong
Fei Teng (1,2),
Yan Zhang (2),
Yi Shou Wang (1),
Hong Xia Zhao
(2)
(1) (School of
Mechanial Engineering, Dalian University of Technology, Dilian, Liaoning
P.R. China, 116024)
(2) (Department of Computer Science and Technology, Dalian University
of Technology, Dilian, Liaoning P.R. China, 116024)
Abstract:
Russian Kasparov, world champion of chess, played chess with machine
twice respectively in1997 and 2003, which was called ‘Man VS Machine
battle’, and had attached extensive attention. The paper proposes
a supposition on the results of the future ‘Man VS Machine battle’
on chess, that is, “when omniscient chess machine plays chess with
man, no matter whether the machine plays antecedently or not, the
result is the machine would either beat down or tie with the man,
but could not necessarily win”. The supposition can be expanded to
I-go(weiqi), and several corresponding deductions are presented. Key
words: machine, chess, game theory, denouement, supposition
In May,
1997, the IBM company invited Kasparov, world champion of chess tournament,
to Manhattan, U.S., in order to play six stanzas of chess games with
97-type “Deep Blue”(“deeper blue”) machine made by the company, which
was called the ‘Man VS Machine battle’ on chess. The result was: in
the first stanza, the man moved firstly, and won; the machine moved
firstly in the second stanza, and won (it should have been a tie);
the man moved firstly in the third and fifth stanza, the machine moved
firstly in the fourth stanza, which all resulted in a tie; in the
sixth stanza, the machine moved firstly, and won. Eventually, Kasparov
failed at the score of 2.5:3.5.[1]
In November,
2003, Kasparov who was already 40 years old then, played another four
stanzas of chess games with chess program named “X3D Fritz”. The result
was: in the first stanza, the man moved firstly, and the game finished
in a draw after 37 moves; the machine took the start in the secondly
stanza, and won; the man moved firstly in the third stanza, he defeated
his machine adversary; in the last stanza, the machine moved firstly,
a tie again. Both players brought the competition to an end of 2:2,
and we could not yet tell which won, and which failed.[2]
Let
us make a forecast, that is, what the denouement will be if the game
is to recur several years or even hundreds of years later. In other
words, let us predict the denouement of chess (including both chess
and Chinese chess) games played between man and machine. This issue
can be seen as an algorithm problem of playing chess with machine.
[3] In
mathematics it is a matter of computation complexity, computability
and NP-hard problem.
In order
to elucidate the supposition, on the premise that the chess rules
are scientific, reasonable and there are three probabilities of denouement——victory,
defeat or tie, some definitions should be presented firstly:
Definition
1: chess manual information: the one which records information
of the progress in a single stanza from the beginning to the end,
including which chessman is involved, where the chessman is put and
what effect it causes (such as taking opposing chessman, checkmate,
etc) in every move, as well as the result information (victory, defeat
or tie).
Definition
2: omniscient chess machine: the one which possesses of all the
possible information recorded in the chess manual.
Based
on the definitions above, supposition is proposed as follows:
Supposition:
when omniscient chess machine plays chess with man, no matter whether
the machine plays antecedently or not, the result is the machine would
either beat down or tie with the man, but could not necessarily win.
In
light of the supposition, three corollaries can be reduced:
Corollary
1: when omniscient chess machine plays chess with man, no matter
whether the machine plays antecedently or not, the result is the man
would either fail or tie with the machine, but could not necessarily
lose.
Corollary
2: when omniscient chess machine plays chess with man, probability
of a tie is bigger, and probability of man failure is smaller in the
case that the man plays antecedently than not.
Corollary
3: when two omniscient chess machines play chess game, no matter
which one plays antecedently, the result is always a tie.
A slight
modification is added to above supposition, which have been published
in literature, and they are used as a reference here, for the following
discussion.
Till
now we haven't presented theoretical validation to the supposition
above, we estimate it to be a certain issue correlated with the principle
which constructs a type of chess game (the algorithm is generated
thereby), that is, to provide the structure of a type of chess (include
the chessboard and chessman) and the rules, let the both play the
game according to a tree structure, then there are two choices (correct
or incorrect) in every move and three probabilities of denouement
(victory, defeat or tie). The results of the ten competitions above
suggest that the one that takes the initial move is likely to win.
The results of another three times between man and machine are showed
in Table 1, and we can’t justify that foregoer gains extra advantages
just by Table 1. The above supposition couldn’t be validated in this
way, because the premises are different between the both.
Table
1
Results of three time chess games between man and machine
|
Date
|
Two
Sides
|
First Stanza
|
Second
Stanza
|
Third
Stanza
|
Fourth Stanza
|
Fifth
Stanza
|
Sixth
Stanza
|
Seventh
Stanza
|
Eighth
Stanza
|
Man
vs. Machine
|
|
1996
|
Kasparov
VS
Deep
Blue
|
MC
first MC wins
|
MN
first MN wins
|
MC
first
Tie
|
MN
first
Tie
|
MC
first MN wins
|
MN
first
MN
wins
|
|
|
4:
2
|
|
Oct
. 2002
|
Kramnik
VS
Deep
Fritz
|
MC
first Tie
|
MN
first MN wins
|
MC
first MN wins
|
MN
first
Tie
|
MC
first MC wins
|
MN
first MC wins
|
MC
first Tie
|
MN
first Tie
|
4:
4
|
|
Jan
- Feb. 2003
|
Kasparov
VS
Deep
Junior
|
MN
first MN wins
|
MC
first
Tie
|
MN
first MC wins
|
MC
first
Tie
|
MN
first Tie
|
MC
first
Tie
|
|
|
3:
3
|
(MC
: machine; MN: man)
Attention:
above information is cited in www.chende.net
watching chess online (April 2003)
By the
way, we can extend the supposition and two corollaries above analogously
to I-Go, but pay attention that the numbers of chessman are also involved
in games.
Now we
will discuss the certain issue about the chess game denouement between
man and machine, which is specially designed against the man (sir
Wu Qing-yuan for example).
Definition
3: Artificial Intelligence Chess Machine (Intelligence Machine
for short): it is not the omniscient chess machine, but based on the
artificial intelligent technology, it is devised to defeat some specific
man who has the corresponding competence level, which is called Given
Adversary Man (Given Man for short).
Definition
4: Chess Competence Degree (CDD): the one demonstrates the chess
competence of both sides. Let's take a basketball game as an analog,
if two persons play 100 basketball games, each one wins 50 times,
but the score may be different according to the accumulation, thereby
the "Basketball Competence Degree" of the two sides differs.
Take
I-Go for example, the total times of the game is n, the winning or
losing numbers of machine and man I-Go in ith stanza is symbolized
as G machine,
G man,
respectively.
Black goes first and, according to Chinese rule, black must subtract
standard number (180.5) and also subtract 3 3/4 from black numbers.
Then we can deduce the conclusion as follows:

Surely,
it can be computed by probability method, but it is omitted here.
It should
be notified that present chess players would rather attach importance
to being sure of success than win more chessman, so this kind of CCD
is insignificant. If traditional score rules are changed, that is,
we account not only times of winning or losing, but also the chessman
numbers of winning, the games may be more drastic. This is also one
of the important reasons why soccer games are more attractive.
Based
on analysis above, more corollaries are proposed:
Corollary
4: Under the precondition that the chess rule is scientific and
reasonable, Intelligence Machine plays enough stanzas with Given Man,
both of them move firstly in turn, if the results of large probabilities
are tie, CCD of Intelligence Machine is equal to or lower than that
of Given Man.
Corollary
5: Under the precondition that the chess rule is not scientific
or reasonable, Intelligence Machine plays enough stanzas with Given
Man, both of them move firstly in turn, if the results of large probabilities
are tie, CCD of Intelligence Machine is higher than or equal to that
of Given Man.
It is
necessary to make clear that whether current chess rules (especially
the methods for calculating victory, defeat or tie) are actually scientific
and reasonable, and moreover, how to make the rules more scientific
and more reasonable is also a science problem worthy of further discussion.
Acknowledgements:
This work is
supported by the National Natural Science Foundation of China (Granted
No. 60073036)
References:
[1] May 11.,
1997 - the bout between chess world champion Kasparov and "Deep
Blue" (2002)
http://news.beelink.com.cn/20020511/1103081.shtml (in Chinese).
[2] Chess King
couldn't conquer computer (2003): http://news.beelink.com.cn/20031119/1462382.shtml
(in Chinese).
[3] Wen-qi Huang,
En-ming Song & Liang Chen, (1995), An invisible Algorythm for
chess Playing. Journal of Huazhong University of Science and Technology
(in Chinese), 23(5):1-4.
[4] Hong-fei
Teng (1997), See Future result of "Human vs. Machine Battle"
in Chess from the Competition of Kasparov vs "Deep Blue".
China youth and Science & Technology (in Chinese), 10:25-26
Author Introductions:
Hon-fei TENG
is currently a professor in the School of Mechanical Engineering,
Dalian University of Technology. His research interests include CAD
and optimization, computational intelligence, human-computer cooperation.
Yan ZHANG is a Master candidate in the Department of Computer Science
and Technology, Dalian University of technology. Her researach interests
include computational intelligence and computer-assisted writing.
Yi-shou WANG
is a Ph.D. candidate in the School of mechanixal Engineering, Dalian
University of Technology. His research interests include layout optimization,
emergency design and coputational intelligence.
Hong-xia ZHAO
is a Msster candidate in the Depatment of Computer Science and Technoogy,
Dalian University of Technology. Her research interests include Chinese
language literature.