Introduction
In my
previous post I explored modern efforts at artificial intelligence, evaluating them in
terms of two common criteria: how well AI
devices can simulate human dialog, and how well they translate languages. In this post, I will look at another classic
measure of the progress of AI: how well
a computer can play a game.
It’s not
hard to see why this criterion is a valid one.
So often, a computer (or other machine) simply does what we tell it do
(or at least it tries). With a game, the
computer—far from accommodating you—is carrying out its own agenda, which is in
direct opposition to you. Also, whereas
Siri or a chatbot may not be “connection-oriented”—that is, may not actually consider sequential inputs in the context of an
ongoing conversation, a computer playing a game most certainly is. Thus, if it does a really good job of beating
us, all on its own, it’s both the most successful and (at least to me)
creepiest manifestation of AI there is.
My early, early experience
I got a very
early start with computer gaming. Before
personal computers were a common fixture in homes, my brother Bryan wrote a
game for the Hewlett-Packard Model 85, a computer which my dad bought and let us kids use (which stands out as one
of parenting’s finest moments, if you ask me).
The game Bryan
coded was Hexapawn, a simple variant of chess involving three pawns per player on a 3x3
board. Wikipedia tells us that the
game’s inventor, the famous mathematician and writer Martin Gardner, “specifically
constructed it as a game with a small game tree, in order to demonstrate how it
could be played by a heuristic AI implemented by a mechanical computer.” I’m sure Gardner would be thrilled to learn
that Bryan was inspired by his magazine article on the topic. (I asked Bryan today if he can recall
his precise motivation for that programming project, and he replied, “Well, I
loved science, computers and futuristic stuff, not really sure why, heck, we
all did, but there was just one problem, and that’s that the [HP-85] computer didn’t
really do anything. There were a few
primitive games and whatnot, but as you know, those got old pretty fast.”)
At first,
the HP-85 and I were pretty well matched.
But once I got the hang of Hexapawn, I found I could beat the
computer—but only for awhile. The
computer learned while playing: it never
made the same mistake twice. Thus, after
this learning period our games always ended in a draw. But the HP-85 had one weakness: when you exited the program, its memory was
erased. The next time you played, it had
to learn all over again.
Deep Blue vs. Kasparov
I don’t need
to say much about this because you surely know the story: an IBM computer called Deep Blue beat
Garry Kasparov, the world chess champion, at his own game. I haven’t watched the matches (I’m not much
into chess; in fact, I once lost to my four-year-old nephew) but I gather
Kasparov got pretty heated. He even
accused the IBM team of cheating by helping Deep Blue out behind the
scenes. A documentary about the match, commenting on how visibly flustered Kasparov got, said he would
be the worst poker player in the world.
In a sense,
it wasn’t a fair matchup: Deep Blue got
Kasparov’s goat, but the computer had no
goat. An awareness of the significance
of your activity is part of what it means to be intelligent, so to the extent
that Deep Blue played mechanically, it wasn’t quite intelligent. I cannot brood about Kasparov losing his
temper against a soulless, ruthless computer without fantasizing about Kasparov
grabbing a cheap knockoff peripheral device, unsupported by Deep Blue’s
operating system, and jamming it into a USB port. The machine’s calculations grind to a halt
and eventually it blue-screens, thus losing by default to the human. And the crowd goes wild!
My other early experience
In 1984, a
friend and I took on his Apple IIe computer in a game far more exciting than Hexapawn: strip poker.
Needless to say, only our opponent would actually strip. As I recall, we had three babes to choose from
as our rival. Now, before you get too
excited (or offended), remember the quality of computer graphics in that era. This was extremely low-resolution—the CRT equivalent
of Pointillism. Still, it was fun to play poker against,
and strip, the babes.
We eventually
discovered a huge weakness in the computer’s play, that has strong
ramifications for AI in general: you
could easily win just by bluffing constantly.
So long as we bet big on every hand, no matter how lame our cards were,
we’d have our opponent bare naked within minutes. One babe was as gullible as the next—they
never learned! But then, how could
they? A smarter program could have noted
the frequency of our bluffing, but this one didn’t. Its creators could have implemented some sort
of ratio-based “this guy bluffs” detector, but ultimately how smart can a
computer get about human treachery?
Could it ever pick up on the hundreds of nonverbal cues that a human
can? Can it really learn the traits of
its opponent?
Consider
this anecdote. I attended Poker Night (a
fundraising event for my kids’ school) a few months back, and (not wishing to
spend too much money) was very conservative with my betting. When I finally got an obviously good hand
(this was Texas Hold ‘em, a game unfamiliar to me, and I was hopeless at
spotting opportunities), I finally bet big.
None of us had played one another before, so there was much conjecture
about whether or not I was bluffing.
“He’s been betting low all night. He’s got something!” someone
said. “No, he might just have balls,”
another guy said. A third guy replied,
“No, he’s in my wife’s book club, so I know
he doesn’t have any balls!”
See? Though he’d never played
against me, that third guy had biographical information that came into
play. I’d like to see Deep Blue go up
against a professional poker player. It
would get its CPU kicked!
What’s the point?
There are
two main reasons I can think of for a computer to play a game. One is so that a lone person can have
somebody to play against. The other is
to prove that the computer can actually do it.
But what is the point of people
playing games? Why do we do it? This question, I think, gets at the core
difference between humans and AI.
Of course
there are all kinds of reasons people play games, but a computer only plays a
game because a human told it to. And all
a computer knows how to do is to try to win.
I play games to have fun (which a computer can’t do) and to teach my
kids things.
For example,
my family loves to play Apples to Apples.
In this game, players take turns being the judge. The judge turns over a green card that has an
adjective on it (e.g., brave, difficult, scary). Each of the other players has seven red
cards, each with a noun printed on it (e.g., doorknob, t-shirt, egg). Each player selects from his hand the card whose
noun best exemplifies the adjective on the green card. The judge chooses which player’s card matches
the green card the best, and awards the green card to the player who provided
it. Although the Wikipedia article about it lists many variations for this game, none matches the way my family plays,
which is that each player makes an argument for his choice, to persuade the judge. (We assumed this was the whole point of the
game; otherwise, the game seems pointless.)
These arguments are often elaborate, sometimes ingenious, and always
funny. I’m hoping this game will help my
kids learn the art of rhetoric. I cannot
imagine that a computer will be able to even create a rhetorical argument, much
less teach rhetoric to a human or learn it from a game, anytime soon.
My favorite
game, Sorry!, exists in a computer version, and though I haven’t tried this version (why
would I? I have kids!), I can imagine that a computer could do okay against
humans if all parties took a similarly cutthroat approach to the game. But for me, a cutthroat approach is out of
the question.
Why? Well, for one thing, I’ve been playing this
game with my kids since they were very young and given to bursting into tears
when they got bumped or Sorry’d. (It’s
natural to feel singled out when an opponent, faced with multiple options of
how to play a card, chooses the option that hurts you, as opposed to another player.)
I don’t like to make my kids cry. Also, I like to give a little help to
my younger daughter to better her chances against her big sister. And of course I want the game to be fun. But most of all, I want to teach my kids
about quid pro quo. I want to teach them how to make deals.
“Okay, I’m
going to show you mercy here,” I’ll declare.
“I could split this seven and knock your pawn back to home, but I won’t—I’ll
just move seven spaces. But I want you
to remember this the next time you draw a ‘Sorry’ card.” There’s no codified way of keeping track of
these favors … they’re informal and involve approximations of justice. Such deal-making is a crucial capability—not
just in a game but in life. I cannot
play Sorry, in fact, without thinking about the epic failure of Flavr Savr
genetically engineered tomatoes.
I read about
these tomatoes in a 1993 “New Yorker” article, written a few months before the product hit the market. The obviously creepy idea of genetically
engineered food is not all that stuck with me from the article. I was very impressed by the account of a Ed
Agrisani, a Rolex-sporting, big-time tomato salesman interviewed for the
article, who predicted (accurately, as it turned out) that Calgene’s $25
million experiment would be a complete failure.
To Agrisani, the quality of the new tomatoes was almost beside the point,
because Calgene had no experience actually selling
tomatoes:
“What separates the men from the boys in this business is whether you can sell your tomatoes when nobody wants them, when you’ve got a whole field that’s just going to rot out there unless you can move ‘em out. I’ve got customers who know that when the supply is tight they can call me and I’ll sell ‘em a load. So when I get oversupplied I can call them and say, ‘Hey, I know you don’t need it, but how about buying a load?’ And they’ll say, ‘We’ll send the truck.’ It took me sixteen years to get to where I had the relationships to do that. Now, maybe the folks at Calgene think they can come in and do it overnight—and, like I say, I wish ‘em the best—but it’s not a simple deal.”
I’ll let
somebody else teach my kids chess. For
me, the speech-making involved in Apples to Apples and the deal-making in Sorry! are the better
skills to learn, as they completely transcend the game itself.
Conclusion
A computer can play a mean game of chess.
But perhaps chess is unique among games in relying mainly on intellect, strategy,
and computational ability. When we
consider games that use the full spectrum of human intelligence—interpreting
facial expressions, ad hoc profiling of opponents, making arguments that appeal
to quasi-rational humans, making deals, having fun—it starts to look like AI is
still pretty far from the end zone. And
even if a computer gets good at a game, it will remain utterly powerless to
take what it’s learned and apply it to real life. (Of which, of course, it has none.)
This is all
fine with me. I’m all for improvements
in AI to the extent this makes the machines into better slaves. I’m much less excited about a computer
defeating me at anything.
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