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2. Philosophy - Stefano Franchi

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C OMBINATORIAL EXPLOSIONS<br />

“solution” would it be? Of course, “solution” has to be used in scare quotes since it is no<br />

longer the game theoretic concept provided by von Neumann. In fact, the definition of a<br />

different concept of solution is precisely one of the first backward effects from chess to Ar-<br />

tificial Intelligence, as we will see. That idea was born from a three-some composed of Her-<br />

bert Simon, Allen Newell and Cliff Shaw, all of whom were working at RAND, either full-<br />

time or as consultants, in 1950s. Let us begin by examining the first conceptual step by fol-<br />

lowing the work of Claude Shannon.<br />

In two short articles written in 1950, Claude Shannon entertains the possibility of a<br />

thinking machine, and focuses his attention explicitly on a computer playing chess. If such<br />

a machine existed, he suggested, its behavior would probably be considered “by some psy-<br />

chologists” as a thinking process. It would first have to try out in the abstract various pos-<br />

sible solutions to a given problem (e.g. a move in the chess game), in order to evaluate the<br />

results of these trials and then to carry out the chosen solution. 29 The background of the ar-<br />

ticle is in place: the construction of a chess-playing machine is being examined in order to<br />

illuminate the possibility of a thinking machine in general, i.e. a machine able to exhibit<br />

internal processes and structures essentially similar to human cognitive processes. I stress<br />

this point because in order to appreciate what Shannon is about to say on the internal struc-<br />

ture of the machine we should not forget that the implicit referent are the human cognitive<br />

processes, and the structures and algorithm he presents are supposed to help either in a bet-<br />

ter understanding of the human mind or in an actual reduplication of (parts of) it.<br />

The basic problem can be split in three parts: (a) a translation system from chess posi-<br />

tions to sequence of numbers must be chosen, (b) “a strategy must be found for choosing<br />

the moves to be made” (2126), and (c) this strategy must be translated into “a sequence of<br />

elementary computer orders, or a program” (ib.). The first and third problem are irrelevant<br />

for what interests us here, concerned as they are with the problem of translating from hu-<br />

man level to machine level. However, the problems (a) and (c) will prove very important<br />

in later development of AI. (a) stands for the whole issue of knowledge representation, e.g.<br />

the problem of how to translate the relevant information into an efficient set of data struc-<br />

29. Claude Shannon, “A Chess-Playing Machine...,” 213<strong>2.</strong><br />

201

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