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2. Philosophy - Stefano Franchi

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F ORM AND CONTENT<br />

completely different interpretations or, even more interestingly, that two different formal<br />

systems can be attached to the same content through different interpretations. Chess, for ex-<br />

ample, can be formally analyzed as composed by a square, 8x8 chessboard and 2 sets of 16<br />

pieces belonging to 6 different kinds (King, Queen, Bishop, Knight, Rock and Pawn) plus<br />

a few rules for movement, check and capture. But an indefinite number of alternative rep-<br />

resentations is possible. We can define chess played on sticks, spheres and cubes, with<br />

wooden chessman, iron chessman and so on and so forth. Here, for example, is one (not so<br />

original) variation: “monodimensional” chess, a game obtained by replacing the square<br />

board by a long stick divided in 64 units, conveniently numbered from 0 to 63. Pieces are<br />

as usual but movement rules become very complicated. 14<br />

Although it is doubtful that anyone would find much fun in playing monodimensional<br />

chess, from the standpoint of Artificial Intelligence the two games are the same: two iso-<br />

morphic realizations of a same structure. (The fact that people, in fact, do have fun, when<br />

playing the game of chess, whereas monodimensional chess, while being “equivalent” to<br />

it, is hardly playable by humans should alert us to the existence of a possible problem.) The<br />

important thing here is that AI’s definition of formality is such that the hypothetical content<br />

assigned to a position in the ideal structure is exactly maintained if the rules have been care-<br />

fully defined.<br />

In other words, the attribution of meaning to symbols occurring within the structure<br />

can always be performed at the last minute because the (syntactic) rule governing the<br />

movements of the pieces do not touch it at all. According to the formalist, symbols have<br />

14. Consider pawns, the simplest piece, and let us limit to White's pieces: at the beginning they occupy<br />

cases 8-15 and the possible moves for each of them can be found by adding 8 (or 16, for their first<br />

move) to the original position. The rule for capture is a bit more complex: a pawn can capture a piece<br />

which is 7 or 9 units far from him. Rules for all the other pieces can be given -- although the exercise<br />

starts to be boring very quickly -- so that an exact 1-to-1 translation from one representation to other<br />

can be given which respects all the relations among the pieces. For example, if we number the cases<br />

from 0 to 63, the first two moves of the Sicilian opening (1. e2-e4 e7-e5 <strong>2.</strong> Kg8-f6 Kb8-c6) become:<br />

1. 12-28 52-36 <strong>2.</strong> K6-21 K57-42). The example is in fact quite simple, since it preserves the distinction<br />

between a fixed chessboard and pieces moving on them. But the relationship could be reversed: we<br />

might imagine a game chess played on a moving (and topologically quite interesting) chessboard with<br />

fixed pieces. John Haugeland exploits a trick of this kind in his example of a different version of solitaire<br />

given in Artificial Intelligence…, 60 ff.<br />

255

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