move choice
Cracking GO
In 1957, Herbert A. Simon, a pioneer in artificial intelligence and later a Nobel Laureate in economics, predicted that in 10 years a computer would surpass humans in what was then regarded as the premier battleground of wits: the game of chess. Though the project took four times as long as he expected, in 1997 my colleagues and I at IBM fielded a computer called Deep Blue that defeated Garry Kasparov, the highest-rated chess player ever. You might have thought that we had finally put the question to rest--but no. Many people argued that we had tailored our methods to solve just this one, narrowly defined problem, and that it could never handle the manifold tasks that serve as better touchstones for human intelligence. These critics pointed to weiqi, an ancient Chinese board game, better known in the West by the Japanese name of Go, whose combinatorial complexity was many orders of magnitude greater than that of chess. Noting that the best Go programs could not even handle the typical novice, they predicted that none would ever trouble the very best players.
Intrinsic Chess Ratings
Regan, Kenneth Wingate (University at Buffalo (SUNY)) | Haworth, Guy McCrossan (University of Reading (UK))
This paper develops and tests formulas for representing playing strength at chess by the quality of moves played, rather than by the results of games. Intrinsic quality is estimated via evaluations given by computer chess programs run to high depth, ideally so that their playing strength is sufficiently far ahead of the best human players as to be a `relatively omniscient' guide. Several formulas, each having intrinsic skill parameters s for `sensitivity' and c for `consistency', are argued theoretically and tested by regression on large sets of tournament games played by humans of varying strength as measured by the internationally standard Elo rating system. This establishes a correspondence between Elo rating and the parameters. A smooth correspondence is shown between statistical results and the century points on the Elo scale, and ratings are shown to have stayed quite constant over time. That is, there has been little or no `rating inflation'. The theory and empirical results are transferable to other rational-choice settings in which the alternatives have well-defined utilities, but in which complexity and bounded information constrain the perception of the utility values.
Comparing Typical Opening Move Choices Made by Humans and Chess Engines
The opening book is an important component of a chess engine, and thus computer chess programmers have been developing automated methods to improve the quality of their books. For chess, which has a very rich opening theory, large databases of high-quality games can be used as the basis of an opening book, from which statistics relating to move choices from given positions can be collected. In order to find out whether the opening books used by modern chess engines in machine versus machine competitions are ``comparable'' to those used by chess players in human versus human competitions, we carried out analysis on 26 test positions using statistics from two opening books one compiled from humans' games and the other from machines' games. Our analysis using several nonparametric measures, shows that, overall, there is a strong association between humans' and machines' choices of opening moves when using a book to guide their choices.