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2. Philosophy - Stefano Franchi

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178<br />

C HESS, GAMES, AND FLIES<br />

1. The Drosophila of AI.<br />

I am writing these lines in June 1997, exactly 40 years after Herbert Simon’s prediction<br />

that 10 years of work would be sufficient to build a computer program that “would routine-<br />

ly beat the world’s best players.” Although it has taken 4 times longer than predicted, it is<br />

fresh news that Deep Blue, a machine developed by IBM, has finally beaten the chess world<br />

champion, Garry Kasparov, in a much publicized event. Simon’s prediction has come true.<br />

Does this mean that AI has finally achieved its goal? Not quite, in fact, not the least because<br />

Deep Blue is not an example of Artificial Intelligence: it uses rather conventional (from<br />

AI’s perspective) programming techniques and gains its strength from the speed of its hard-<br />

ware. In fact, Stephen Coles, when predicting the eventual success of Deep Blue, comment-<br />

ed: “[Simon] will not be happy with the method by which his dream was accomplished—<br />

machinomorphic brute force rather than a stepping stone to a universal set of principles<br />

about human thought processes that would help us scale up to a broader class of intellectu-<br />

ally interesting grand challenges.” 1 Paradoxically enough, we might even say that the suc-<br />

cess of Deep Blue and its non-AI techniques marks the failure rather than the success of<br />

Artificial Intelligence. But how did it happen that the sorts of AI came to be tied to the ex-<br />

ploits of a chess-playing machine? Is it a rather accidental event, as AI researcher have al-<br />

ways claimed, or does it point to a deeper connection? In this chapter, I will address these<br />

questions by providing a conceptual reconstruction of the history of Artificial Intelligence’s<br />

1. L. Stephen Coles, “Computer Chess: The Drosophila of AI,” AI Expert, 9, 4 (April 1994) 30.

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