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2. Philosophy - Stefano Franchi

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T HE SUPPLEMENT<br />

bers of ~C and AB. 4 Both these aspects must be shown to be irrelevant to the game of chess<br />

as it really is, or to the myths as they really are, if total closure is to be achieved. In short,<br />

the game of chess as embodied in a search-space is totally self-contained only if the three<br />

sets are equivalent: A=B=C.<br />

The crucial issue, it will have been reckoned already, is represented by the relationship<br />

between C, the “real game,” and AB, the game interpreted as the product of the rules. No<br />

one can deny that, prima facie, the elements contained in the two sets are quite different:<br />

wiping out the pieces on the chessboard in a fit of anger can happen in real life but not on<br />

a computer screen: humans have “fun” playing the game of chess, and sometimes get mad<br />

at it, while computers do not seem to. The issue is whether the superficial differences hide<br />

a substantial identity to be retrieved at a deeper level, so that the fits of anger of a frustrated<br />

player or the expressions of delight generated by an “elegant combination” can be shown<br />

to be either irrelevant to the game of chess or considered an epiphenomenon indirectly gen-<br />

erated by the rules themselves. To put it differently, the issue is to determine whether the<br />

portion we have labelled C and ~ AB can be shown to be, at a deeper level than phenomenal<br />

reality, to be empty or producible as a result of the rules contained in AB. The fate of AI and<br />

Structuralism as successful (non-)philosophies hangs on this point, as I will show.<br />

Notice, however, that the violation of one of these constraints, in itself, does not nec-<br />

essarily condemn search-spaces (or structures) as a viable explanatory device to understand<br />

some significant portion of games (or, respectively, of myths). A good deal, and perhaps<br />

most, of what is relevant to playing the game of chess can be understood in terms of navi-<br />

gating a search-space with the appropriate heuristics rules. Proof of this fact is that we can<br />

actually build automatic chess-players that can perform at an excellent level. At the episte-<br />

mological level, then, the lack of self-containment would not be all that bad, since it would<br />

result in a partial but nonetheless still useful—that is, explanatory—theory. Things stand<br />

differently at the philosophical level. We have seen that Artificial Intelligence is not just af-<br />

ter a “good explanation” of certain aspects of cognitive activity when considered from a<br />

4. For a discussion of the first class of examples see Alan Aycock, “Finite Reason: A Construction of<br />

Desperate play,” Play and Culture, 5, 2, (1992) 182-208.<br />

245

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