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The Signal and the Noise

Page 28

by Nate Silver


  Even when computer predictions do not inspire our credulity, they can spark our fears; computers that run programs to forecast the chance of survival for hospital patients, for instance, are sometimes written about in news accounts6 as though they are cousins of the HAL 9000, the computer from 2001: A Space Odyssey, which decided it had no more use for the astronauts and tried to suffocate them.

  As we enter the era of Big Data, with information and processing power increasing at exponential rates, it may be time to develop a healthier attitude toward computers and what they might accomplish for us. Technology is beneficial as a labor-saving device, but we should not expect machines to do our thinking for us.

  The Birth of the Chess Computer

  The Spanish engineer Leonardo Torres y Quevedo built a version of the Mechanical Turk in 1912, which he called El Ajedrecista (the chess player). Although El Ajedrecista is sometimes regarded as the first computer game,7 it was extremely limited in its functionality, restricted to determining positions in an endgame in which there are just three pieces left on the board. (El Ajedrecista also did not have any stereotypical Turkish headgear.)

  The father of the modern chess computer was MIT’s Claude Shannon, a mathematician regarded as the founder of information theory, who in 1950 published a paper called “Programming a Computer for Playing Chess.”8 Shannon identified some of the algorithms and techniques that form the backbone of chess programs today. He also recognized why chess is such an interesting problem for testing the powers of information-processing machines.

  Chess, Shannon realized, has an exceptionally clear and distinct goal—achieving checkmate. Moreover, it follows a relatively simple set of rules and has no element of chance or randomness. And yet, as anybody who has played chess has realized (I am not such a good player myself), using those simple rules to achieve that simple goal is not at all easy. It requires deep concentration to survive more than a couple of dozen moves into a chess game, let alone to actually win one. Shannon saw chess as a litmus test for the power of computers and the sort of abilities they might someday possess.

  But Shannon, in contrast to some who came after him, did not hold the romanticized notion that computers might play chess in the same way that humans do. Nor did he see their victory over humans at chess as being inevitable. Instead, he saw four potential advantages for computers:

  They are very fast at making calculations.

  They won’t make errors, unless the errors are encoded in the program.

  They won’t get lazy and fail to fully analyze a position or all the possible moves.

  They won’t play emotionally and become overconfident in an apparent winning position that might be squandered or grow despondent in a difficult one that might be salvaged.

  These were to be weighed, Shannon thought, against four distinctly human advantages:

  Our minds are flexible, able to shift gears to solve a problem rather than follow a set of code.

  We have the capacity for imagination.

  We have the ability to reason.

  We have the ability to learn.

  It seemed like a fair fight to Shannon. But that was only the case for a few fleeting moments in the mid-1990s, when the Russian grandmaster Garry Kasparov—the best chess player of all time—went up against what was then one of the most advanced computers ever built, IBM’s Deep Blue.

  Before their match, humans were winning the fight—it wasn’t even close. Yet computers have prevailed ever since, and will continue to do so for as long as we live.

  Chess, Prediction, and Heuristics

  In accordance with Bayes’s theorem, prediction is fundamentally a type of information-processing activity—a matter of using new data to test our hypotheses about the objective world, with the goal of coming to truer and more accurate conceptions about it.

  Chess might be thought of as analogous to prediction. The players must process information—the position of the thirty-two pieces on the board and their possible moves. They use this information to devise strategies to place their opponent in checkmate. These strategies in essence represent different hypotheses about how to win the game. Whoever succeeds in that task had the better hypothesis.

  Chess is deterministic—there is no real element of luck involved. But the same is theoretically true of the weather, as we saw in chapter 4. Our knowledge of both systems is subject to considerable imperfections. In weather, much of the problem is that our knowledge of the initial conditions is incomplete. Even though we have a very good idea of the rules by which the weather system behaves, we have incomplete information about the position of all the molecules that form clouds and rainstorms and hurricanes. Hence, the best we can do is to make probabilistic forecasts.

  In chess, we have both complete knowledge of the governing rules and perfect information—there are a finite number of chess pieces, and they’re right there in plain sight. But the game is still very difficult for us. Chess speaks to the constraints on our information-processing capabilities—and it might tell us something about the best strategies for making decisions despite them. The need for prediction arises not necessarily because the world itself is uncertain, but because understanding it fully is beyond our capacity.9

  Both computer programs and human chess masters therefore rely on making simplifications to forecast the outcome of the game. We can think of these simplifications as “models,” but heuristics is the preferred term in the study of computer programming and human decision making. It comes from the same Greek root word from which we derive eureka.10 A heuristic approach to problem solving consists of employing rules of thumb when a deterministic solution to a problem is beyond our practical capacities.

  Heuristics are very useful things, but they necessarily produce biases and blind spots.11 For instance, the heuristic “When you encounter a dangerous animal, run away!” is often a useful guide but not when you meet a grizzly bear; she may be startled by your sudden movement and she can easily outrun you. (Instead, the National Park Service advises you to remain as quiet and as still as possible when you encounter a grizzly bear and even to play dead if necessary.12) Humans and computers apply different heuristics when they play chess. When they play against each other, the game usually comes down to who can find his opponent’s blind spots first.

  Kasparov’s Failed Prediction

  In January 1988, Garry Kasparov, the top-rated chess player in the world from 1986 until his retirement in 2005,13 predicted that no computer program would be able to defeat a human grandmaster at chess until at least the year 2000.14 “If any grandmaster has difficulties playing computers,” he quipped at a press conference in Paris, “I would be happy to provide my advice.”15 Later that same year, however, the Danish grandmaster Bent Larsen was defeated by a program named Deep Thought, a graduate-school project by several students at Carnegie Mellon University.

  The garden-variety grandmaster, however, was no Kasparov, and when Deep Thought squared off against Kasparov in 1989 it was resoundingly defeated. Kasparov has always respected the role of computing technology in chess, and had long studied with computers to improve his game, but he offered Deep Thought only the faintest praise, suggesting that one day a computer could come along that might require him to exert his “100 percent capabilities” in order to defeat it.16

  The programmers behind Deep Thought, led by Feng-hsiung Hsu and Murray Campbell, were eventually hired by IBM, where their system evolved into Deep Blue. Deep Blue did defeat Kasparov in the first game of a match in Philadelphia in 1996, but Kasparov rebounded to claim the rest of the series fairly easily. It was the next year, in a rematch in New York, when the unthinkable happened. Garry Kasparov, the best and most intimidating chess player in history, was intimidated by a computer.

  In the Beginning . . .

  A chess game, like everything else, has three parts: the beginning, the middle and the end. What’s a little different about chess is that each of these phases tests different intellectual and emotional skills, m
aking the game a mental triathlon of speed, strength, and stamina.

  In the beginning of a chess game the center of the board is void, with pawns, rooks, and bishops neatly aligned in the first two rows awaiting instructions from their masters. The possibilities are almost infinite. White can open the game in any of twenty different ways, and black can respond with twenty of its own moves, creating 4,000 possible sequences after the first full turn. After the second full turn, there are 71,852 possibilities; after the third, there are 9,132,484. The number of possibilities in an entire chess game, played to completion, is so large that it is a significant problem even to estimate it, but some mathematicians put the number as high as . These are astronomical numbers: as Diego Rasskin-Gutman has written, “There are more possible chess games than the number of atoms in the universe.”17

  It might seem that at the beginning of the game, when all the pieces are still on the board and the number of possibilities is most limitless, computers are at their greatest strength. As IBM’s Web site bragged before the match against Kasparov, their computer could calculate 200 million positions per second. “Incidentally, Garry Kasparov can evaluate approximately three positions per second,” it noted snidely.18 How did Kasparov have a chance?

  But chess computers had long been rather poor at the opening phase of the game. Although the number of possibilities was the most limitless, the objectives were also the least clear. When there are branches on the tree, calculating 3 moves per second or 200 million is about equally fruitless unless you are harnessing that power in a directed way.

  Both computer and human players need to break a chess game down into intermediate goals: for instance, capturing an opponent’s pawn or putting their king into check. In the middle of the match, once the pieces are locked in combat and threaten one another, there are many such strategic objectives available. It is a matter of devising tactics to accomplish them, and forecasting which might have the most beneficial effects on the remainder of the game. The goals of the opening moves, however, are more abstract. Computers struggle with abstract and open-ended problems, whereas humans understand heuristics like “control the center of the board” and “keep your pawns organized” and can devise any number of creative ways to achieve them.

  Moreover, because the opening moves are more routine to players than positions they may encounter later on, humans can rely on centuries’ worth of experience to pick the best moves. Although there are theoretically twenty moves that white might play to open the game, more than 98 percent of competitive chess games begin with one of the best four.19

  The problem for humans is that computer programs can systematize this knowledge by studying statistics. Chess databases contain the results of literally hundreds of thousands of games and like any other database can be mined for predictive insight. IBM’s programmers studied things like how often each sequence of opening moves had been played and how strong the players were who played them, as well as how often each series of moves resulted in wins, losses, and draws for their respective sides.20 The computer’s heuristics for analyzing these statistics could potentially put it on a level playing field with human intuition and experience, if not well ahead of it. “Kasparov isn’t playing a computer, he’s playing the ghosts of grandmasters past,” IBM’s Web site said in reference to Deep Blue’s deep databases.21

  Kasparov’s goal, therefore, in his first game of his six-game match against Deep Blue in 1997, was to take the program out of database-land and make it fly blind again. The opening move he played was fairly common; he moved his knight to the square of the board that players know as f3. Deep Blue responded on its second move by advancing its bishop to threaten Kasparov’s knight—undoubtedly because its databases showed that such a move had historically reduced white’s winning percentage* from 56 percent to 51 percent.

  Those databases relied on the assumption, however, that Kasparov would respond as almost all other players had when faced with the position,22 by moving his knight back out of the way. Instead, he ignored the threat, figuring that Deep Blue was bluffing,23 and chose instead to move one of his pawns to pave the way for his bishop to control the center of the board.

  Kasparov’s move, while sound strategically, also accomplished another objective. He had made just three moves and Deep Blue had made just two, and yet the position they had now achieved (illustrated in figure 9-2) had literally occurred just once before in master-level competition24 out of the hundreds of thousands of games in Deep Blue’s database.

  Even when very common chess moves are played, there are so many possible branches on the tree that databases are useless after perhaps ten or fifteen moves. In any long game of chess, it is quite likely that you and your opponent will eventually reach some positions that literally no two players in the history of humanity have encountered before. But Kasparov had taken the database out after just three moves. As we have learned throughout this book, purely statistical approaches toward forecasting are ineffective at best when there is not a sufficient sample of data to work with.

  Deep Blue would need to “think” for itself.

  FIGURE 9-2: POSITION AFTER KASPAROV’S 3RD MOVE IN GAME 1

  The Chess Player’s Dilemma: Breadth Versus Depth

  The middle of a chess game (simply called the midgame) potentially favors the strengths of the computer. With the pieces free to move in the center of the board, there are an average of around forty possible moves rather than twenty for every turn.25 That might not seem like a huge difference, but because the tree of possibilities explodes exponentially, it quickly adds up. Suppose, for instance, that you want to calculate just three full turns ahead (that is, three moves each for you and your opponent, or six total). At the beginning of the game, this function is approximated by the number twenty taken to the sixth power, which is sixty-four million positions, already a gargantuan number. In the midgame, however, you have to calculate forty to the sixth power, or 4.1 billion possibilities. Deep Blue could calculate all those positions in just twenty seconds. Kasparov would require literally forty-three years to do so, even without pausing to eat, sleep, or go to the bathroom.

  Great players like Kasparov do not delude themselves into thinking they can calculate all these possibilities. This is what separates elite players from amateurs. In his famous study of chess players, the Dutch psychologist Adriaan de Groot found that amateur players, when presented with a chess problem, often frustrated themselves by looking for the perfect move, rendering themselves incapable of making any move at all.26

  Chess masters, by contrast, are looking for a good move—and certainly if at all possible the best move in a given position—but they are more forecasting how the move might favorably dispose their position than trying to enumerate every possibility. It is “pure fantasy,” the American grandmaster Reuben Fine wrote,27 to assume that human chess players have calculated every position to completion twenty or thirty moves in advance.

  It is not quite as simple as saying that “the perfect is the enemy of the good.” If you want to really master a game like chess, you may need to get beyond such simple heuristics. Nevertheless, we are not capable of making perfect decisions when presented with more information than we can process in a limited amount of time. Acknowledging those imperfections may free us to make the best decisions that we can in chess and in other contexts that involve forecasting.

  This is not to say that grandmasters like Kasparov don’t have any calculations to perform. At the very least, Kasparov might need to devise a tactic, a precise sequence of perhaps three to five moves, to capture an opponent’s piece or accomplish some other near-term objective. For each of those moves, he will need to think about how his opponent might respond—all the possible variations in the play—and whether any of them could nullify his tactic. He will also need to consider whether the opponent has laid any traps for him; a strong-looking position can be turned into a checkmate in just a few moves if a player’s king is not protected.

  Chess players
learn through memory and experience where to concentrate their thinking. Sometimes this involves probing many branches of the tree but just a couple of moves down the line; at other times, they focus on just one branch but carry out the calculation to a much greater depth. This type of trade-off between breadth and depth is common anytime that we face a complicated problem. The Defense Department and the CIA, for instance, must decide whether to follow up on a broader array of signals in predicting and preventing potential terrorist attacks, or instead to focus on those consistent with what they view as the most likely threats. Elite chess players tend to be good at metacognition—thinking about the way they think—and correcting themselves if they don’t seem to be striking the right balance.

  Strategy Versus Tactics

  Computer chess machines, to some extent, get to have it both ways. They use heuristics to prune their search trees, focusing more of their processing power on more promising branches rather than calculating every one to the same degree of depth. But because they are so much faster at calculation, they don’t have to compromise as much, evaluating all the possibilities a little bit and the most important-seeming ones in greater detail.

  But computer chess programs can’t always see the bigger picture and think strategically. They are very good at calculating the tactics to achieve some near-term objective but not very strong at determining which of these objectives are most important in the grander scheme of the game.

 

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