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2. Philosophy - Stefano Franchi

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200<br />

C HESS, GAMES, AND FLIES<br />

ist. 28 To be more precise, a chess-playing machine would perhaps demonstrate some intel-<br />

ligence, but the degree of intelligence would not be tied to the quality of the game played.<br />

Chess, in other words, are still used in the “exemplary” mode as an instance of a more<br />

general paradigm, namely symbolic thinking, which can be tested on the simpler domain<br />

provided by games. To put it differently, chess may enter the computer scene because the<br />

problem of “solving” the game, crucial to game theory, has been put aside. “Playing” the<br />

game becomes the central concern, because being able to play an intellectual game like<br />

chess is taken to be a significant test of cognitive abilities. Paradoxically, the quality of the<br />

game being played is less important that the fact that a machine can “play” the way humans<br />

are supposed to. Turing, for example, tested his design for a chess playing computer against<br />

a person who had never played the game before and was taught the rules only a few hours<br />

earlier. The experiment is significative and could not be farther away from game theory’s<br />

concerns. The program’s ability to follow the rules of chess, and perhaps pursue a goal, e.<br />

g. its ability to think, is what is tested, not its absolute performance. Game theory wanted<br />

to find solutions for the games of war and stock bargaining, and could not care less if an<br />

untrained human secretary (Turing’s test case) is or is not capable of understanding their<br />

rules. In the passage from von Neumann to Shannon and Turing, instead, the emphasis<br />

shifts from solving a game expressed in a static form to understanding the process of a dy-<br />

namically conceived game. Does this mean that the concept of a “solution” has to be aban-<br />

doned altogether or is there room for an idea that would bring together the two pieces of<br />

the puzzle? Is it possible to come up with a new conceptualization of “game” that would<br />

allow the theorist to find a solution for the game of chess (as von Neumann wanted), while<br />

allowing a computer to play the game (as Shannon and Turing wanted)? And which kind of<br />

28. This may explain why neither Shannon nor Turing thought so important to actually write the programs;<br />

also, it may explain why the crucial concept of heuristics rules, the technique that would allow a dramatic<br />

improvement in the programs’ performances, was missing, in fact was the only missing element,<br />

from Shannon’s design principle. Claude Shannon, “A Chess-Playing Machine,” Scientific American,<br />

February, 182 (1950) 48 ff., later in James Newman ed.,The World of Mathematics (New York: Simon<br />

and Schuster, 1956) vol. 4; Claude Shannon, “Game-Playing Machines,” Journal of the Franklin Institute,<br />

260, 6 (1955) 447-453; Alan Turing’s program and his hand simulation are presented in Bertrand<br />

Bowden, Faster than Thought, a Symposium on Digital Computing Machines (London: Pitman,<br />

1953) 288-295.

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