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that has been much studied! game environments» We shall pay particular
attention to the g.ame of ch-ass g on which most of our own work has focus~
ment to see to wha£ extent: the demands of the situation are the sons or
similar for these two kinds of tasks, and to what extent each task makes
there are numerous reasons why they are attractive for problem<= solving
will see, when we come to consider human chess play in later chapters, that
a
differences in ability to notice relevant features of/chess position is
one important basis for differences in chess-playing strength. In the
present chapter, we vill show how the nature of the task environment in
fluences the relative significance of noticing and search as problem-sol
ving strategies.
In the sixth section, we will consider a phenomenon that is
peculiar to competitive situations like war and chess--the notioi of the
"initiative." We will show how holding the initiative reduces the amount
of exploration required to find a good move, and will illustrate the point
by exhibiting a simple, but powerful, program for finding checkmates. In
the seventh, and final, section, we will try to draw together the thread
of discussion.
way, we obtain a branching tree (of enormous size for interesting games)
C1F $98
2/
that describes the set of all possible plays of the game. -
ing, the aim of the problem-solving activity i§ to find the path that
constitutes the proof. If the search actually takes place in a space of
proofs (or potential proofs, as in the Logic Theorist), the task is to fiv.d
a whole path, but there is no penalty for going down blind alleys during
the search other than the cost of the search time that is involved.
In game playing, the aim of the problem-tiolving activity in any
given instance is to find a move-°i.e.. a first step on a path through
the game tree. Once that move has been selected and aade, it cannot be
undone if it later proves to have been wrong. On the other hand, although
the player may have explored a whole tree in evaluating the move he finally
GIF #98 °7-
nay be available. The one exception is the case where a move can be shown
to lead definitely to a forced win (i.e., a win no matter what the opponent
does). Here, as in the theorem-proving case, the problem solver need search
no further unless esthetic criteria lead him to prefer one winning strategy
r one proof, respectively) to another. We will mention such esthetic
considerations again later in the chapter.
Shannon's Proposal^
are possible means, to be evaluated? for achieving the gain (e.g., cap-
ture the piece) or averting the loss (e.g., interpose between attacker
and attacked). Thus 9 NSS has a built-in knowledge of Important possible
means -end relations. This knowledge enables the program to build a
bridge directly from a present situation to possible actions for trans
forming it in desired directions; instead of being required to consider
large numbers ©f actions, systematically or at random, with the hope
that some may turn out to be relevant to the desired goals in the given
situation. In later chapters we will encounter numerous examples of
sign of systems for coping with complex task environments. The program?
is aimed not only at making good moves, but at doing so for the right
reasons—that is, in the light of consequences deduced from noticing
certain circumstances in the situation, 'in a task environment as coin=
plex as chess, part of the success of play—of fitting behavior to. the
objective requirements of the situatlon«~depends on the emergence of ap
propriate concepts. Without them, it will be impossible for a system,
even a very fast one, to explore sufficiently to discover strong moves
and to make reliable evaluations. Chess history can be written largely
NEWER CHESS
in the United States-«by Kotok et aK, and by Greenblatt ejt aJL^, and at
least one in the USSR. A published description is available only for
the Kotok program, but we are familiar with some of the structure of the
Greenblatt program from personal communication.
Suppose that the value of one of the four replies to a certain move is
already known to be £ (because that reply has been evaluated). But, by
the minimax principle, the value of the move is the minimum of the values
JiF £98
14 PxP N-B3
1 P~K4 P-K4
2 N-KB3 N-QB3 15 P~N7! NxQ
16 PxR^Qch B°B1
3 B~N5 P~S1
0-0 P-SCB4 17 NxPch K-Q2
4
PxB 18 NxR B-K2
5 ByJNch
R~£l H-XB3 19 QxP KxN
6
B-K2 20 RxB N-B3
7 N-QB3
P-Q4 B»K3 21 Q-B7 K-B1
8
22 RxPch K^Nl
9 Q)?xP Q?xP
B-Q4 23 R=K7ch K-R1
10 PxP
24 R=R7ch K-M1
11 NxB Nx25
12 IfeP S.-Q1? 25 Q»N7 laate
13 Q-RSch! P»N3
Remove Black's Queen. The Ruy Lopez opening was agreed upon.
(1962)
Table VIII
of the fear replies considered 5 hence the value of the move cannot be
greater thai* cv<, Suppose that oae of the alternatives to this move has
already been evaluated, end its value exceeds v;. Then there is no need
to explore further the other replies to the move in question,, for the
move is known to be inferior to ona of its alternatives „ The alpha-beta
the Kotok progress though interesting., are not nearly ar. spectacular as
the
tinual revision, its playing strength does not remain constant; o*j.r ccinmants
#98
WHITE
(P~1505)
P-K4 P«QB4
P~Q4 PxP
3 QxP N»QB3
4 Q-Q3 N»B3
5 N-QB3 P-KN3
6 N»B3 P»Q3
7 B-B4 P-K4
8 B~N3 P-QR3
9 o°o~o P-QN4
10 P-QR4 B-R3ch
11 K-N1 P-N5 11
12 QxQP B-Q2
13 B-R4 B-N2
14 N»Q5 Had? 1
15
16 QxQ N~B4
17 Q-Q6 B-KB1
18 Q-Q5 R-B1
19 HxP B-K3
20 Q2d?chi: R3CQ
21 R-Q8 rsate
Table IX
refer to its performance in the Winter of 1966-67 0 The program eoai^
it drew with a player holding e 1365 rating Class D), and lost four
other-games, St. was provisionally given a rating of 1239 (Class D) f
about its or>m ^-;.ng safety, its pl&y may evsn be of Cless 3 caliber.
The steiore' of the program's tournament gasss with." the Class C
player < it defeated is shown in Figurs <, In the first nine moves s
control and devtilopment„ (White's third move loses a tempo, but can
players are identical with a game between Hisses and Tarraach at Berlir*
in 1920.) Black meanwhile loses time with premature pswn moves, and by
reply On his 14th move, Black falls into a trap that loses his Queen,
The game is now won, bist it is finished by White with « moat elegsnt
checkzsate, beginning with the Queen sacrifice on Move 2,0, and employing
first four moviJJ were "books'* *- ts human opponent being the first to
three und five noves, respectively, <md in the latter ease th*
th-z-'i departed from Isooko
The program of Greenlylatt is very imaeh like Kotok's,
six continuations at e£ch mcve 9 but only explores four plias deep, mi-
less it has to go further to reach a dead position. The alpha-beta
moves considered was 1,057. The alpha-beta heuristic i>ma used a median
number of 174 times to prune branches. The smallest number of moves con
sidered was 162 (at the first move), and the largest number, 16,613*
The fact that the median was a little over 1,000 shows that the pruning
the extra moves generated to reach dasd pasit ions Thiss ? only the
The playing strength of the latter provider further evidence of the ssib
the higher the value s the better the winning chances. (We will not try
they *ise present features on the board to evoke relevant end desirable
actions. Thus* they predict which moves and continuations will lead to
the highest-valued and lowest-valued positions. There are two steps to
actions that change the world from one space to another« The desired
day knowledge and skill consists of such connections 2 :,f the bo&rd is
too long, apply a saw to it; if the soup is too hot, blow on it; if the
bread is across the table, don*t reach for it, but ask for it. Thus the
come shorter; if I blow on a liquid, it will cool; if & ask for some-
at!on«j? We can ask. these questions both about static evaluation functions,
chess programs* Whatever their di£i;erenc(U» iii dcficf.?., they all have #
experiences that you are about as well off with a Knight as a Bishop 9
'with either of f:hese as with three pawns 9 and so on. On the other hand;,
and mobility that the value of each type of piece is very nearly pro-
portional to the average number of squares en the board that it can st»
player who controls the center squares can move his pieces from one side
of the board to the other, while restricting his opponent 8 & movements«
Measures of development are measures of short-run mobility„ for developed
pieces are those that have been brought into play from their initial posi
tions. A measure of Eing safety, on the other hand, combined with a
military strategy and tactics. (Bridge players may wish to try to Inter
pret the squeeze play in mobility terms, and to note its relation to the
important squares, The latter two outcomes heve the effect of increasing
sheeted ting the I'&ing early in the game 9 while most of the pieces are
still on the boa:rd° A player who observes that the opposing King is
somewhat <S2S£CJSsd ; or only lightly protected, and that his o-*n pieces
are better developed (mor-B mobile} than his opponents, may search for
moves that bring about losal superiority ©f force in the izrsnediste aeigfc-
superiority of force that will win the game immediately. If the de-
of course, & sacrificial attack that fails mesns long->rii,n disaster^ henca
the outcome casst be predicted accurately. !"?e will hava more to say about
detected for the purpose of activating the plausible move generators must
Rook move that would increase the mobility of that piece (by allowing
evaluative concepts in chess are not specific to that game, but arise
in other competitive situations, and even in non-competitive ones where
there is uncertainty about the future. Most evaluatora in chess relate
to one or another form of mobility, and while specific measures of mobil°
ity may be peculiar to chess, the general concept is not. Mobility plays
an equally central role in checkers and in warfare. It is closely related
the
to/concept of flexibility that arises in decision makiug under uncertainty.
Second, the discussion of noticing processes suggests a way of
viewing problem solving that is somewhat different from the picture of
search through a large maze. Problem solving, in this alternative view,
involves finding features of a present situation to which experience
(personal or learned) iias associated actions that commonly lead to better
#98 -70
CHECKMATING COMBINATIONS
the recorded mating combinations are as many as eight or more deep (that
is, sixteen ply), and these give rise to much of the mythology about
the mnemonic and visualizing powers of grandmasters.
We shall describe here a mating combinations program (MATER)
sufficient to discover a great many such combinations, including some
of the most spectacular in chess history. The basic ideas imbedded in
MATER are: (a) to generate only checking moves, and (b) to abandon any
line of analysis as disadvantageous if it allows the opponent more than
a very few (more than four, say) legal replies. Apart from these two
principles, MATER incorporates a few important rules that determine the
order in which the analysis tree will be explored. The significant things
that can be said about this program are: first, that it is remarkably
powerful in finding mating combinations, some involving sacrifices of
Queens and other major pieces; second, that it accomplishes this with a
very modest amount of exploration.
Mobility, more specifically, restricting the opponent's
mobility, lies at the heart of MATER, First, the condition of check-
mato is itself a matter of mobility. The opponent is checkmated when
(!) his King is under attack; (2) he has no legal move, of King or
other piece, that removes the King from attack. This means, in particu°
lar, that all the squares adjacent to the King—to which he might con
sider moving—are either blocked by his own pieces or are under enemy
attack. Thus, the checkmated King is under attack and immobile.
Second, mobility is at the basis of the move generator in
MATERo A checking move, attacking the King, must be dealt with at once
by a reply that relieves the attack. Hence, checking limits severely
the moves available to the opponent. HATER generates checking moves,
and all legal replies to each checking move. (The reason for generating
all legal replies will be explained presently.) Those checking moves
that tend to restrict the opponent's mobility most severely—double
checks and discovered checks—are considered first.
Third, mobility is the main criterion for determining along
which branches of the search tree MATER will pursue its search. Of all
the moves that have not yet been evaluated, that one is selected next for
exploration that allows the opponent the fewest replies. A move that
permits more than four replies is rejected out of hand as unlikely to
lead to checkmate.
The organisation of MATER*s search may be described as follows:
is the structure of the task environment such that the checkmate can
be discovered with a reasonable amount of search? The answer is that
it very often can. To make the answer more precise, we must define
a couple of measures of amount of search.
Consider the search tree of positions generated by a pro
gram attempting to discover a checkmate. Figure is an example of
such a tree. We can call the number of positions on the tree that are
actually examined the sjLz<8 of the^ exploration tree. The example shows
an exploration tree of size 16. In general, however, more moves are
seen than positions are investigated—some moves put on the try list
remain unexplored, such as the replies to 1. N-K6ch in the example.
The moves seen—uninvestigated or investigated—may be called the
discovery tree. In Figure the discovery tree is of size 36 (14 checks
and 22 replies).
Another subpart of the exploration tree is the verification
tree, the branches that must be exhibited to prove that the combination
is effective. It consists of the positions resulting from the single
best move at each node for the attacker, and every legal move at each
node for the defender. The verification tree is exactly analogous to
the path leading to a theorem (i.e., a proof path) in the Logic Theorist.
It is a tree in chess, instead of a single path, because all alternatives
permitted to the defender must be tested. (In game-theory terms, the
of the verification tree are crosshatched. It includes five moves and six
positions.
gram bug. It exhausted its available space in memory before finding the other
seven combinations„ Too much search was required, in these seven positions,
to find the verification tree.
Table X show certain measures of search behavior for the 43 posi
tions in which MATER was successful: the depth of search to checkmate (D) 8
the mean siee of the verification tree necessary to prove the combination
(VT measure in moves), and the mean sise of the discovery tree generated in
searching for mate (DT measured in moves).
TABLE X
GIF #98 -77
initiative consists in taking actions that are so forceful that the opponent
must devote all his effort to replying to them--to solving the problems they
create. The side holding the initiative is able to determine the arena, so
to speak, in which the struggle is waged, and the issues on which it will be
decided.
procedure s
The firs£ step in this program,, creating the goal, can be incor
porated SB part of the noticing program that sises up a position. The final
step cam be carried out by an analysis and evaluation program like that al«
ready contained in the NSS program. The second and third steps involve seals-
thing newc They are capable of generalization in a way that shows they hsve
program in search for a Queen fork in this way is not simply applying its
special knowledge of chess; it is applying to chess a general capability
I£ #98
for reasoning in t firms of means and endg= In the next chapter we shal.t
will take the Queen to a square from which she can then move to the forking
square. The former move w&jld only be acceptad if it also performed antsthe
function—attacked another undefended piece, say 0
The important characteristics of programs of this kind &re (1)
that they operate not in terms of f,he concrete representation of ths task
environment, but in terms of a functional description of some aspects of
that environment; (2) that they work backward, by generating goals,, some
but not all of whose specifications are satisfied by the present situation ?
then trying to realize those goals; (3) that they employ a very general
scheme for means-end analysis this is not special to the tfisk environment,
CONCLUSION
This chapter does not call for a lengthy summary, since it con
tains eummaries ot the main sections. We wish merely to recall the central
themes <>
The theme of the first sections of the chapter was the tradeoff
between search and selectivity in finding solutions to problems in complex
task environments <• We examined a sequence of chess-playing programs that
&
that the future lies in the direction of even greater selectivity, and that
the power of selectivity owes nothing to any very special characteristics
of the chess environment-"it is a prime consideration in handling success
fully any very large search tree.
In the latter portions of the chapter., we introduced the notions
of means and ends, of functional ar-ialysis, and several others related to
them. On the basis of these, we began an exploration of ways of viewing
problem-solving tesks like chesa playing in terms other than tree search.
We saw that there are already important elements 5,n existing cheES pro
grams that go beycnd the tree^seerch paradigm, and that many new possibil
ities for problem-solving programs lie in these slightly-explored directions.
Our task in the next chapter will be to follow up our introductory