133. The past of chess intelligence

Style: Romance Author: CloseAIWords: 2228Update Time: 24/01/11 09:49:09
The basic rules of Go don't sound difficult. As the name suggests, you must use your own chess pieces to surround and kill the enemy's chess pieces. Finally, the two sides compare the areas of the chessboard they surrounded to determine the winner.

In ancient times, it was called "Yi", and "Yi" means "Wu"!

This form of game is said to have existed during the Spring and Autumn Period and the Warring States Period, and is considered one of the oldest intellectual activities in the Chinese nation.

It became completely popular around the Three Kingdoms period. Many literati and celebrities at that time were fond of playing chess and were proud of their good chess skills.

Various literati styles were popular in the Jin Dynasty, and playing Go and bragging became a fashion.

Around the Sui and Tang Dynasties, Go spread to Japan and South Korea, which are also active today, and then to all over the world.

There is only one kind of chess piece in Go, which is completely different from many other popular chess games, such as chess, military chess, chess, etc.

There are no chess pieces with different names, functions and usages. Both sides only compete with black and white round chess pieces.

The chessboard used in the competition has 19 horizontal and vertical lines, with a total of 361 intersections.

The chess pieces fall on these intersections one by one, and they move alternately without regrets.

But it is precisely the simple chess pieces and chess rules that have given rise to endless variations, and the complexity is far greater than many other chess games with fancy rules.

There are 361 placement points, and there are 360 ​​moves to deal with each placement point.

By repeating this cycle, it can be calculated that on a standard 19x19 chessboard, there are a total of 361! different sequences of moves.

Some people may say that 361 does not seem big, but in fact the factorial symbol! represents the product of all positive integers less than and equal to that number. It is a mathematical concept introduced two hundred years ago.

That is n!=1×2×3×...×(n-1)×n.

It can also be written recursively, 0!=1, n!=(n-1)!×n.

The farther back you go, the faster the size of the numbers grows.

To give a more understandable example, just the factorial of 21, the number has reached 5x10^19, 500 billion billion.

The billions of billions of Beijing's Gaiziranggou Stream are in full swing.

10 raised to the twentieth power is pronounced Gai, 21! Can be read as 0.5gai.

And 128! The number of factorials has reached the 215th power of 10, which is many times the 500 billion billion above.

I don't even know how to read it.

If you want to exhaust all the basic possibilities of Go, there will be more than 10 to the power of 760 possibilities.

This does not take into account the lifting. Many areas that have been lifted can still continue to be placed. There are often games beyond 400 moves in Go.

It is said in the world that the total number of possibilities in Go is much greater than the number of atoms in the universe (10^78-10^82). This is not a boast.

In terms of order of magnitude, it is really far off.

Of course, there are many variations of this that may never happen. For example, no one will start on the edge.

But even if these are removed, the remaining variables are still endless.

Meng Fanqi was somewhat impressed by an early story.

The earliest chess game [AI] can be traced back to 1769. A German inventor, Ken Perron, invented a chess-playing machine called the Turk.

On top of this device is a chess board, and opposite the board sits a wooden figure dressed in Turkish attire.

In 1809, this device was shown to the arrogant French Emperor Napoleon.

Napoleon made the first move, but was defeated by the Turks. In the end, he became so angry that he turned into a table-cleaning master and swept all the chess pieces to the ground.

The Turk, who became famous, has since played against many famous names and even toured Europe for decades.

In the end, it was discovered that it was not artificial intelligence, but a street magic trick.

There's always a chess master hidden in this machine!

Later, due to three urgent needs, people could not find out what was hidden in the machine, so the secret was finally discovered.

In fact, think about it, what level of computing technology was at that time, how could it be possible to overcome such a problem.

However, it can be seen from the response and popularity at the time that chess has always been a major challenge to human intelligence and a proof of intelligence and gaming ability.

As it should be, chess intelligence has become a symbol, always attracting humans to conquer.

The famous computer guru Turing was actually a fan of this field. At that time, World War II had not yet ended, and Turing was already secretly studying computer chess.

In 1947, a chess-playing program was compiled.

It's just that at that time, the use of computers was a very precious resource, and even Turing could not guarantee full use time.

Compared with Turing's other affairs, playing chess seemed a bit trivial, so the matter was postponed again and again.

"Actually, the most terrifying thing is the winning rule in chess." Meng Fanqi thought about it, and it seemed that simple chess such as Tic-Tac-Toe and Backgammon all had rules and regulations such as "the first player must win".

Once a chess player masters this set pattern, this kind of chess will lose its meaning of existence to a considerable extent and become boring.

During the phone call, Dr. Huang also introduced Meng Fanqi to the research on checkers next door, which Meng Fanqi had never paid attention to.

"In September 2007, it was proven in checkers that as long as both sides of the game make no mistakes, the final result will definitely be a draw."

The checkers intelligence has reached this level, which means that there will never be a way to defeat this checkers intelligence.

This study was published in the scientific journal Science. From then on, the field of checkers had a visible end point.

Compared with checkers, which has received less attention, the last more famous milestone should be "Deep Blue" in the field of chess.

On May 11, 1997, IBM's "Deep Blue" became the first chess machine in history to defeat the then world champion.

Afterwards, chess champion Kasparov recalled: The machine performed beyond his imagination. It often gave up short-term interests and showed very anthropomorphic dangers.

After "Deep Blue" defeated Kasparov, professional chess players did not change careers. Instead, they relied more on computers for training.

Commentators in professional games are also increasingly using computer programs to analyze and commentate on a game. As a coach, the machine helps human chess players improve faster.

An American high school chess coach observed that there have never been so many young chess players with such high points at a very young age. This is all thanks to computer coaches, because children in the past have never had the opportunity to compete with super masters.

The funniest part of this incident is that none of the members who created Deep Blue Intelligence are from artificial intelligence backgrounds, and they don’t believe that this program really has any intelligence.

The people who have made significant achievements are not on their side, which annoys many artificial intelligence scholars.