Smarter Than You Think

Smarter Than You Think

from the other’s peculiar powers. The computer would bring the lightning-fast-if uncreative-ability to analyze zillions of moves, while the human would bring intuition and insight, the ability to read opponents and psych them out. Together, they would form what chess players later called a centaur: a hybrid beast endowed with the strengths of each.

In June 1998, Kasparov played the first public game of 10 human-computer collaborative chess, which he dubbed “advanced chess,” against Veselin Topalov, a top-rated grand master. Each used a regular computer with off-the-shelf chess software and databases of hundreds of thousands of chess games, including some of the best ever played. They considered what moves the computer recommended, they examined historical databases to see if anyone had ever been in a situation like theirs before. Then they used that information to help plan. Each game was limited to sixty minutes, so they didn’t have infinite time to consult the machines; they had to work swiftly.

Kasparov found the experience “as disturbing as it was excit- ing.” Freed from the need to rely exclusively on his memory, he was able to focus more on the creative texture of his play. It was, he realized, like learning to be a race-car driver: He had to learn how to drive the computer, as it were–developing a split-second sense of which strategy to enter into the computer for assessment, when to stop an unpromising line of inquiry, and when to accept or ignore the computer’s advice. “Just as a good Formula One driver really knows his own car, so did we have to learn the way the computer program worked,” he later wrote. Topalov, as it turns out, appeared to be an even better Formula One “thinker” than Kasparov. On purely human terms, Kasparov was a stronger player; a month before, he’d trounced T opalov 4- 0. But the centaur play evened the odds. This time, Topalov fought Kasparov to a 3-3 draw.

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Garry Kasparov (right) plays Veselin Topalov (left) in Sofia, Bulgaria, on

May 3, 1998.

In 2005, there was a “freestyle” chess tournament in which a team could consist of any number of humans or comput- ers, in any combination. Many teams consisted of chess grand masters who’d won plenty of regular, human-only tournaments, achieving chess scores of 2,500 (out of 3,000). But the winning team didn’t include any grand masters at all. It consisted of two young New England men, Steven Cramton and Zackary Stephen (who were comparative amateurs, with chess rankings

down around 1,400 to 1,700), and their computers. Why could these relative amateurs beat chess players with far

more experience and raw talent? Because Cramton and Stephen were expert at collaborating with computers. They knew when to rely on human smarts and when to rely on the machine’s advice. Working at rapid speed-these games, too, were limited

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Smarter Than You Think

to sixty minutes-they would brainstorm moves, then check to see what the computer thought, while also scouring databases to see if the strategy had occurred in previous games. They used three different computers simultaneously, running five different pieces of software; that way they could cross-check whether different programs agreed on the same move. But they wouldn’t simply accept what the machine accepted, nor would they merely mimic old games. They selected moves that were low-rated by the computer if they thought they would rattle their opponents psychologically.

In essence, a new form of chess intelligence was emerging. You could rank the teams like this: ( 1) a chess grand master was good; (2) a chess grand master playing with a laptop was better. But even that laptop-equipped grand master could be beaten by (3) relative newbies, if the amateurs were extremely skilled at integrating machine assistance. “Human strategic guidance combined with the tactical acuity of a computer,” Kasparov concluded, “was overwhelming.”

Better yet, it turned out these smart amateurs could even IS outplay a supercomputer on the level of Deep Blue. One of the entrants that Cramton and Stephen trounced in the freestyle chess tournament was a version of Hydra, the most powerful chess computer in existence at the time; indeed, it was prob- ably faster and stronger than Deep Blue itself. Hydra’s owners let it play entirely by itself, using raw logic and speed to fight its opponents. A few days after the advanced chess event, Hydra destroyed the world’s seventh-ranked grand master in a man-versus-machine chess tournament.

But Cramton and Stephen beat Hydra. They did it using their own talents and regular Dell and Hewlett-Packard com- puters, of the type you probably had sitting on your desk in 2005, with software you could buy for sixty dollars. All of which

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