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2. Philosophy - Stefano Franchi

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C OMBINATORIAL EXPLOSIONS<br />

the difficulty of practically finding the “solution” of chess whose existence was guaranteed<br />

by the fundamental minimax theorem. Such a solution would be what we may call an “op-<br />

timal” solution: it would provided a “strategy” that assures the chess player either of a win<br />

or a tie, not of a method to play passably good chess. Therefore, he was not interested in a<br />

chess-playing computer since he was trying to find chess-solving algorithms that a machine<br />

could use. 27<br />

As a consequence of von Neumann’s shifting interests, chess (and games) were<br />

brought into the orbit of computer science, or rather into the orbit of computers, while being<br />

understood within the conceptual framework of game theory. The “optimizing” perspective<br />

of the theory, however, still dominates the theoretical agenda: the researchers were after a<br />

solution in terms of a minimaxing algorithm and the task seemed impossibly prohibitive,<br />

even on a fast computer. Even more importantly, there need not be any direct link between<br />

the algorithm being used and how the game is actually played. In fact, this last aspect is<br />

totally irrelevant as it is irrelevant to the automatic solution of differential equations that<br />

human beings normally do not use numerical algorithms when they play the game of alge-<br />

bra. The two conceptual steps that bridge this gap are taken in rapid succession by Turing<br />

and Shannon and then by Simon and Newell in the early 1950s. It is their work that closes<br />

the circle and allows chess to become as productive for Artificial Intelligence as Drosophila<br />

had been for genetics.<br />

In a few years span, Alan Turing and Claude Shannon publish two papers describing<br />

the basic design principles that would allow a computer to play chess, although they never<br />

come to write the actual programs. However, their use of the game is still outside Artificial<br />

Intelligence, broadly construed: they want to prove, by demonstrating the practical possi-<br />

bility of a chess-playing machine, that computers are able to manipulate symbols and not<br />

just number-crunchers perennially devoted to solving differential equations as most people,<br />

at the time, took them to be. The quality of the game played by a machine, its intelligence,<br />

so to speak, was thus less important than the demonstration that such a machine could ex-<br />

27. To put it differently, he was exploiting the connection between game-theory and linear programming<br />

that was beginning to consolidate around 1950s.<br />

199

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