Filed under: Academia, Epistemology, Games, Mathematics, Neuroscience, Philosophy | Tags: Checkers, Chess, draughts

I’ve been reading some interesting things about games, computers and mathematical proof recently. A couple of months ago, it was announced that the game of checkers (or draughts) had been “solved”: if both players play perfectly then the game ends in a draw. That’s sort of what you’d expect, but it’s not entirely obvious. It might have been the case that getting to go either first or second was a big enough advantage that with perfect play either the first or second player would win. So for example in Connect Four, if both players play perfectly then the first player will always win.

Checkers is the most complicated game to have been solved to date. The number of possible legal positions in checkers is 10^{20} (that is a one followed by twenty zeroes). By comparison, tic-tac-toe has 765 different positions, connect four has about 10^{14}, chess about 10^{40} and Go about 10^{170} (some of these are only estimates).

There’s a strange thing about the terminology used. A game being “solved” doesn’t mean that there’s a computer program that can play the game perfectly. All it means is that they know that if the players did play perfectly, then the game would end in a certain way. So for example with checkers, it might be the case that you could beat the computer program Chinook (which was used to prove that perfect play ends in a draw). Counterintuitively, the way to do this would be the play a move that wasn’t perfect. The number of possible positions for checkers is too large for them to have computed what the best move is in every single one. They limited the number of computations they had to perform by using mathematical arguments to show that certain moves weren’t perfect without actually having to play through them. So, by playing a move that you knew wasn’t perfect (which means that if you played it against a perfect opponent you would certainly lose), you would force the computer into a position it hadn’t analysed completely, and then you might be able to beat it.

This is a bit like in chess, where a very good player can beat a good computer program by playing a strategy that exploits the way the computer program works. Chess programs work by looking as many moves ahead as possible and considering what the player might do and what the computer could do in response, etc. However, the combinatorial complexity of the game means that even the fastest computers can only look so many moves ahead. By using a strategy which is very conservative and gives you an advantage only after a large number of moves, you can conceal what you’re doing from the computer which has no intuitive understanding of the game: it doesn’t see the advantage you’re working towards because it comes so many moves in the future.

So at the moment, there is no perfect player for either chess or checkers, but the top computer programs can beat essentially any opponent (in chess this is true most of the time but possibly not every time). This raises the question: how would you know if you had a computer program that played perfectly? For games like chess and checkers, the number of possible positions and games that could be played is so enormous that even storing them all in a database might take more space than any possible computer could have (for instance the number of possible positions might be more than the number of atoms in the universe). Quantum computation might be one answer to this if it ever becomes a reality, but an interesting suggestion was recently put forward in a discussion on the foundations of mathematics mailing list.

The idea is to test the strength of an opponent by allowing a strong human player to backtrack. The human player can take back any number of moves he likes. So for example, you might play a move thinking it was very clever and forced your opponent to play a losing game, but then your opponent plays something you didn’t think of and you can see that actually your move wasn’t so great after all. You take back your move and try something different. It has been suggested that a good chess player can easily beat most of the grand master level chess programs if they are allowed to use backtracking. The suggestion is that if a grand master chess or checkers player was unable to beat the computer even using backtracking, then the computer is very likely perfect. It’s not a mathematical proof by any means, but the claim is that it would be very convincing evidence because the nature of backtracking means that any weaknesses there are in the computer program become very highly amplified, and any strengths it has become much weakened. If it could still beat a top player every time, then with very high probability there are no weaknesses to exploit in it and consequently it plays perfectly. (NB: My discussion in this paragraph oversimplifies the discussion on the FOM list for the sake of simplicity and brevity, but take a look at the original thread if you’re interested in more.)

This leads to all sorts of interesting questions about the nature of knowledge. At the one end, we have human knowledge based on our perceptions of the world and our intuitive understanding of things. Such knowledge is obviously very fallible. On the other end, we have fully rigorous mathematical proof (which is not what mathematicians do yet, but that’s another story). In between, there is scientific knowledge which is inherently fallible but forms part of a self-correcting process. Scientific knowledge always get better, but is always potentially wrong. More recently, we have probabilistic knowledge, where we know that something is mathematically true with a very high probability. Interactive proof systems are an example of this.

The argument above about backtracking in chess suggests a new sort of knowledge based on the interaction between human intuition and computational and mathematical knowledge. These newer forms of knowledge and the arguments based on them are very much in accord with my view of the pragmatic nature of knowledge. My feeling is that interactions such as this between computational, non-intuitive knowledge, and human intuitive understanding will be very important in the medium term, between now and when artificial intelligence that is superior to our own both computationally and intuitively becomes a reality (which is I feel only a matter of time, but might not be in my lifetime). At the moment, these new forms of knowledge are really only being explored by mathematicians and computer scientists because the human side is not yet well enough understood. It will be interesting to see how this interaction between human and computational/mathematical understanding will develop as our understanding of how the human brain works improves.

If you found this entry was interesting, you might also be interested in two unfinished essays I have on epistemology without truth and the philosophy of mathematics.

**4 Comments**

hmmm checkers in a draw. it wouldnt be perfect play if it ended in a draw!

[Note: post edited to remove commercial link.]

Comment by number games galOctober 24, 2007 @ 1:26 pml9olololo

Comment by aNovember 3, 2007 @ 6:10 pmI think you completely missed the whole point. If both players make optimal moves, there is no way to FORCE a win. Kinda like tic-tac-toe… maybe tic-tac-toe is simple enough for you to grasp? Well, take the same concept and apply it to checkers! =)

Comment by Tim StaklandApril 30, 2008 @ 6:37 pmWas that directed at me or ‘number games gal’?

Comment by Dan | thesamovarApril 30, 2008 @ 7:30 pm