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2. Philosophy - Stefano Franchi

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180<br />

C HESS, GAMES, AND FLIES<br />

lying the computer programs could be easily tested and in some cases even measured by<br />

the strength of the playing program. But the character of the relationship was one-sided: no<br />

specific features of the games could be part of the theories and techniques themselves.<br />

Chess, however, enjoyed a particular status, and it gathered more attention than all the other<br />

games put together. The game attracted the researchers’ attention well before the Artificial<br />

Intelligence paradigm, in the 1940s, when it was routinely used by John von Neumann in<br />

his lectures on Game Theory. 3 In fact, it is after hearing a lecture from von Neumann on<br />

chess at the RAND Corporation in 1952, that Herbert Simon started working on what was to<br />

become the very first program in Artificial Intelligence. The interest in chess increased con-<br />

sistently in the following years and work on chess quickly became so overwhelmingly pop-<br />

ular in the first phase of Artificial Intelligence’s history that its role as a theoretically neutral<br />

test case for theories of thinking in general started to be questioned rather often.<br />

In particular, the highly structured, logical environment provided by chess was not al-<br />

ways accepted as a standard task to measure the presumably general theories provided by<br />

Artificial Intelligence. 4 The rhetorical weapon used against many of these critiques was to<br />

identify chess as AI’s Drosophila, with reference to the fruit-fly whose fast reproductive<br />

cycle made it into a favorite test bed for genetic theories for almost a century. Herbert Si-<br />

mon, one of those most responsible for chess’s popularity, used the analogy widely since<br />

the early 1960s, when AI’s interest in chess was still at its peak. He reports that he used it<br />

routinely in the question and answer sessions after his talks, to defend the study of chess<br />

and other games as a worthwhile research-project. 5<br />

I intend to explore this relationship a bit more deeply, although most likely along dif-<br />

ferent lines from the classic objections Simon and Newell were responding to with their<br />

3. Robert J. Leonard in “Creating a Context for Game Theory,” Toward a History of Game Theory, Annual<br />

Supplement to Volume 24 of History of Political Economy, Roy Weintraub, ed., (Durham: Duke<br />

UP, 1992) 51 reproduces, from the von Neumann’s manuscripts archives in Princeton, the outline of a<br />

series of three lectures that von Neumann gave in Seattle 1940 (before the publication of the book). It<br />

recites: “1. The general problem. The case of Chess. <strong>2.</strong> The notion of the “best Strategy.” 3 Problems<br />

in games of three or more players.”.<br />

4. See for example, the rather elaborate defense of chess as a research tool contained in Allen Newell and<br />

Herbert Simon, Human Problem Solving …, in the chapter devoted to the topic.

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