HISTORICAL CHESS
Chessquest
An Ancient Game Computers Can't Master
Jan Newton
March 31, 2007
The ancient Chinese game of
wei qi ("way chee"), known as badok or padok (patok) in the Korean
Peninsula and as "igo" ("go") in Japan, has been around for
a long time - some say it's 4,000 years old. The game, popularized by the
Japanese and now generally called "go," is played by millions of
people today. More people play go than chess.
There are several accounts in Chinese annals and
literature of the invention of go:
- One story has it that go was
invented by the Emperor Yao (ruled 2357-2256 B.C.) as an amusement for his
idiot son.
- A second claims the Emperor
Shun (ruled 2255-05 B.C.) created the game in hopes of improving his
weak-minded son's mental prowess.
- A third say that one Wu , a
vassal of the Emperor Chieh (ruled 1818-1766 B.C.), invented go as well as
games of cards.
- A fourth theory suggests that
go was developed by court astrologers during the Chou Dynasty (1045-255
B.C.).(1)
Of course, H.J.R. Murray didn't believe that go
was such an ancient game, pooh-poohing suggestions of extreme antiquity:
"Its age is often exaggerated; contemporary references to it only become
frequent under the Sung dynasty in China (A.D. 960-1279), and it is significant
that Chao Wu King, who lived between 970 and 1127, records how he enlarged the
existing Chinese chessboard by dividing it lengthwise and across to produce the
board of 19x19 points on which wei-k'i is now played."(2)
A more balanced view is presented by Dr.
Elisabeth Papineau: "The first hypothesis is that weiqi was invented
by the military strategists of the periods of the Springs and Autumns (Chunqiu,
770-476 BC) and of the Warring Kingdoms (Zhanguo, 475-221 BC).... The first
written mention of weiqi is, indeed, found in one of the Chinese Classics, the
Zuozhuan, which dates back to the 5th century BC. Moreover, some
historians of the Tang dynasty (618-917) are said to have voiced this idea as to
the similarity of the concepts employed by the strategists of the Warring
Kingdoms and by the weiqi masters: "weiqi proceeds from the path of
harassment, feint, combat and camouflage". (FN omitted).
"Mengzi, for his part, gives us to
understand that weiqi is even older since he mentions Yiqiui as being a
weiqi grand master at the time of the Warring Kingdoms, which is attested to by
all the contemporary historians of the game. Moreover, the expression he
uses, "master" - literally "the best"- implies
terms of comparison and an established system of tournaments and apprenticeship
which rule out too recent origins." (3)
Everything
I have read about this game is unanimous in saying that it is all-engrossing;
while appearing deceptively simple, it is said it takes more skill to become a
true master of wei qi than of chess. Now that's saying
something!
We will explore this fascinating game further in
future articles. This article, by Katie Hafner, first appeared in the New
York Times on August 1, 2002 and is, I think, a great introduction to some
of the ineffable aura and mystique surrounding go.
In
an Ancient Game, Computing's Future
By KATIE HAFNER
Originally published: August 1,
2002
New York Times
EARLY in the film ''A Beautiful Mind,'' the
mathematician John Nash is seen sitting in a Princeton courtyard, hunched over a
playing board covered with small black and white pieces that look like pebbles.
He was playing Go, an ancient Asian game. Frustration at losing that game
inspired the real Mr. Nash to pursue the mathematics of game theory, research
for which he eventually won a Nobel Prize.
In recent years, computer experts, particularly
those specializing in artificial intelligence, have felt the same fascination --
and frustration.
Programming other board games has been a relative
snap. Even chess has succumbed to the power of the processor. Five years ago, a
chess-playing computer called Deep Blue not only beat but thoroughly humbled
Garry Kasparov, the world champion at the time. That is because chess, while
highly complex, can be reduced to a matter of brute force computation.
Go is different. Deceptively easy to learn,
either for a computer or a human, it is a game of such depth and complexity that
it can take years for a person to become a strong player. To date, no computer
has been able to achieve a skill level beyond that of the casual player.
The game is played on a board divided into a grid
of 19 horizontal and 19 vertical lines. Black and white pieces called stones are
placed one at a time on the grid's intersections. The object is to acquire and
defend territory by surrounding it with stones.Programmers working on Go see it as more accurate
than chess in reflecting the ineffable ways in which the human mind works. The
challenge of programming a computer to mimic that process goes to the core of
artificial intelligence, which involves the study of learning and
decision-making, strategic thinking, knowledge representation, pattern
recognition and, perhaps most intriguingly, intuition.
''A good Go player could make a move and other
players say, 'Yes, that's a good move,' but they can't explain to you why it's a
good move, or how they even know it's a good move,'' said Dr. John McCarthy, a
professor emeritus at Stanford University and a pioneer in artificial
intelligence.
Dr. Danny Hillis, a computer designer and
chairman of the technology company Applied Minds, said that the depth of Go made
it ripe for the kind of scientific progress that comes from studying one example
in great detail. ''We want the equivalent of a fruit fly to study,'' Dr. Hillis
said. ''Chess was the fruit fly for studying logic. Go may be the fruit fly for
studying intuition.
''Along with intuition, pattern recognition is a
large part of the game. While computers are good at crunching numbers, people
are naturally good at matching patterns. Humans can recognize an acquaintance at
a glance, even from the back. ''Every Go book is filled with advice on patterns
of different kinds,'' Dr. McCarthy said.
Dr. Daniel Bump, a mathematics professor at
Stanford, works on a program called GNU Go in his spare time. ''You can very
quickly look at a chess game and see if there's some major issue,'' he said. But
to make a decision in Go, he said, players must learn to combine their
pattern-matching abilities with the logic and knowledge they have accrued in
years of playing.
''If you watch really strong players,'' Dr. Bump
said, ''some seem to make fairly mundane moves, but at the end of the game
they're ahead. Others do spectacular things.
''One measure of the challenge the game poses is
the performance of Go computer programs. The last five years have yielded
incremental improvements but no breakthroughs, said David Fotland, a programmer
and chip designer in San Jose, Calif., who created and sells The Many Faces of
Go, one of the few commercial Go programs.
Mr. Fotland's program was the winner of a
tournament last weekend in Edmonton, Alberta, that pitted 14 Go-playing programs
-- including several from Japan -- against one another. But even The Many Faces
of Go is weak enough that most strong players could beat it handily.Part of the challenge has to do with processing
speed. The typical chess program can evaluate about 300,000 positions per
second, and Deep Blue was able to evaluate some 200 million positions per
second. By midgame, most Go programs can evaluate only a couple of dozen
positions each second, said Anders Kierulf, who wrote a program called SmartGo.
In the course of a chess game, a player has an
average of 25 to 35 moves available. In Go, on the other hand, a player can
choose from an average of 240 moves. A Go-playing computer would take about
30,000 years to look as far ahead as Deep Blue can with chess in three seconds,
said Michael Reiss, a computer scientist in London.
If processing power were all there was to it, the
solution would be simply a matter of time, since computers are growing ever
faster. But the obstacles go much deeper. Not only do Go programs have trouble
evaluating positions quickly, they have trouble evaluating them correctly.
Nonetheless, the allure of computer Go increases
as the difficulties it poses encourage programmers to advance basic work in
artificial intelligence. Graduate students produce dissertations on the topic,
and a handful of researchers around the world devote much or all of their
attention to it.
The game attracts people from all fields. For
example, Chen Zhixing, a retired chemistry professor in Guangzhou, China, wrote
a program called Handtalk, which dominated the computer Go field for several
years. Dr. Bump, 50, whose field is number theory, has been playing Go for 35
years and taught himself the C programming language four years ago so he could
write Go software. Mr. Fotland, 44, the creator of The Many Faces of Go has been
working on computer Go for 20 years and is chief technology officer at Ubicom, a
small semiconductor company in Silicon Valley.
All are very strong Go players, and it takes a
strong Go player to write even a weak Go program. Mr. Fotland, for instance,
said he had written programs for checkers, Othello and chess. The algorithms are
all very similar, and it is not difficult to write a reasonably strong program,
he said. Each of the games took him a year or two to finish. ''But when I
started on Go,'' he said, ''there was no end to it.''
Mr. Fotland said that his Go programming was
especially weak when he was a beginning player. ''A lot of the stuff I wrote was
just plain wrong because I didn't understand the game well enough,'' he said.
Even when skill develops, however, translating it
into a program is not an obvious task. ''There's a certain stream of
consciousness when you're looking at positions,'' Dr. Bump said. ''You might
look at 10 variations, but you don't really know what's going on in the back of
your mind. Even a strong player doesn't know how his mind works when he looks at
a position.''
''We think we have the basics of what we do as
humans down pat,'' Dr. Bump said. ''We get up in the morning and make breakfast,
but if you tried to program a computer to do that, you'd quickly find that
what's simple to you is incredibly difficult for a computer.''
The same is true for Go. ''When you're deciding
what variations to consider, your subconscious mind is pruning,'' he said.
''It's hard to say how much is going on in your mind to accomplish this pruning,
but in a position on the board where I'd look at 10 variations, the computer has
to look at thousands, maybe a million positions to come to the same conclusions,
or to wrong conclusions.''Dr. Reiss, who is the author of Go4++, a previous
champion that placed second in last weekend's playoff, agrees with Dr. Bump.
Dr.
Reiss, who is an expert in neural networks, compares a human being's ability to
recognize a strong or weak position in Go with the ability to distinguish
between an image of a chair and one of a bicycle. Both tasks, he said, are
hugely difficult for a computer.
For that reason, Mr. Fotland said, ''writing a
strong Go program will teach us more about making computers think like people
than writing a strong chess program.
''Dr. Reiss, who works on Go full time, said he
would not think of devoting his time to any other problem. ''It's a
fundamentally interesting problem, but also it's just the right level of
difficulty,'' he said. ''If it was too easy it would have been solved already.
If it was fantastically difficult, people might give up in frustration.''''I think in the long run the only way to write a
strong Go program is to have it learn from its own mistakes, which is classic
A.I., and no one knows how to do that yet,'' Mr. Fotland said. A few programs
have some learning capabilities built into them.
Mr. Fotland's program, for instance, refers to a
database of games played by strong players in deciding its moves, and Dr.
Reiss's program employs a learning scheme for deciding which moves are
interesting to look at.
Dr. Reiss said he had come up with an idea for a
new Go program that would learn by analyzing professional games. But to pursue
his idea would require too much work, he said, depriving him of time to continue
making updates to his current program.
It seems unlikely that a computer will be
programmed to drub a strong human player any time soon, Dr. Reiss said. ''But
it's possible to make an interesting amount of progress, and the problem stays
interesting,'' he said. ''I imagine it will be a juicy problem that people talk
about for many decades to come.''
Footnotes:
(1) From "The
History of Wei Qi" a Thinkquest project.
(2) H.J. R. Murray, A History of
Board-Games Other Than Chess, Oxford University Press 1951, 89-90.
(3) Elisabeth Papineau, Ph.D., A
Chinese Way of Seeing the World, Part 2, Mind Sports Worldwide Magazine,
March 8, 2001.
For further reading, check out this index
of articles on go at Mind Sports Worldwide Magazine.
Credits for the Graphics:
The beautiful graphic used at the beginning of
this article is from Jean-loup's Go Page - no source is cited.
The sepia club scene was Tokyo, 1939, from a website put together by David Carlton about the book The Japanese Game of Go, by
Mihori Fukumenshi, also known as Mihori Tadashi, also known as Mihori Sho.