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Darwin's Dangerous Idea - Evolution and the Meaning of Life

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208 BIOLOGY IS ENGINEERING The Computer That Learned to Play Checkers 209<br />

been to use his wonderful machine to explore <strong>the</strong> mysteries <strong>of</strong> thought. 13<br />

Turing published his prophetic essay, "Computing Machinery <strong>and</strong> Intelligence,"<br />

in <strong>the</strong> philosophical journal Mind in 1950, surely one <strong>of</strong> <strong>the</strong> most<br />

frequently cited articles ever to appear in that journal. At <strong>the</strong> time he wrote it,<br />

<strong>the</strong>re were no Artificial Intelligence programs—<strong>the</strong>re were really only two<br />

operating computers in <strong>the</strong> world—but within a few years, <strong>the</strong>re were enough<br />

machines up <strong>and</strong> running twenty-four hours a day so that Arthur Samuel, a<br />

research scientist at IBM, could fill <strong>the</strong> o<strong>the</strong>rwise idle late-night time on one<br />

<strong>of</strong> <strong>the</strong> early giants with <strong>the</strong> activities <strong>of</strong> a program that is as good a c<strong>and</strong>idate<br />

as any for <strong>the</strong> retrospective title <strong>of</strong> AI-Adam. Samuel's program played<br />

checkers, <strong>and</strong> it got better <strong>and</strong> better by playing against itself through <strong>the</strong><br />

small hours <strong>of</strong> <strong>the</strong> night, redesigning itself by throwing out earlier versions<br />

that had not fared well in <strong>the</strong> nightly tournament <strong>and</strong> trying out new<br />

mutations that were mindlessly generated. It eventually became a much better<br />

checkers-player than Samuel himself, providing one <strong>of</strong> <strong>the</strong> first clear<br />

counterexamples to <strong>the</strong> somewhat hysterical myth that "a computer can really<br />

only do what its programmer tells it to do." From our perspective we can see<br />

that this familiar but mistaken idea is nothing but an expression <strong>of</strong> Locke's<br />

hunch that only Minds can Design, an exploitation <strong>of</strong> ex nihilo nihil fit that<br />

Darwin had clearly discredited. The way Samuel's program transcended its<br />

creator, moreover, was by a strikingly classical process <strong>of</strong> Darwinian<br />

evolution.<br />

Samuel's legendary program is thus not only <strong>the</strong> progenitor <strong>of</strong> <strong>the</strong> intel-<br />

13. In fact, <strong>the</strong> bridge between computers <strong>and</strong> evolution goes back even far<strong>the</strong>r, to<br />

Charles Babbage, whose 1834 conception <strong>of</strong> <strong>the</strong> "Difference Engine" is generally credited<br />

with inaugurating <strong>the</strong> prehistory <strong>of</strong> <strong>the</strong> computer. Babbage's notorious Ninth Bridgewater<br />

Treatise (1838) exploited his <strong>the</strong>oretical model <strong>of</strong> a computing engine to <strong>of</strong>fer a<br />

ma<strong>the</strong>matical pro<strong>of</strong> that God had in effect programmed nature to generate <strong>the</strong> species!<br />

"On Babbage's smart machine any sequence <strong>of</strong> numbers could be programmed to cut in,<br />

however long ano<strong>the</strong>r series had been running. By analogy, God at Creation had appointed<br />

new sets <strong>of</strong> animals <strong>and</strong> plants to appear like clockwork throughout history—he<br />

had created <strong>the</strong> laws which produced <strong>the</strong>m, ra<strong>the</strong>r than creating <strong>the</strong>m direct" ( Desmond<br />

<strong>and</strong> Moore 1991, p. 213). Darwin knew Babbage <strong>and</strong> his Treatise, <strong>and</strong> even attended his<br />

parties in London. Desmond <strong>and</strong> Moore (pp. 212-18) <strong>of</strong>fer some tantalizing glimpses<br />

into <strong>the</strong> traffic <strong>of</strong> ideas that may have crossed this bridge.<br />

More than a century later, ano<strong>the</strong>r London society <strong>of</strong> like-minded thinkers, <strong>the</strong> Ratio<br />

Club, served as <strong>the</strong> hotbed for more recent ideas. Jonathan Miller drew my attention to<br />

<strong>the</strong> Ratio Club, <strong>and</strong> urged me to research its history in <strong>the</strong> course <strong>of</strong> writing this book,<br />

but I have not made much progress to date. I am tantalized, however, by <strong>the</strong> 1951<br />

photograph <strong>of</strong> its membership that graces <strong>the</strong> front <strong>of</strong> A. M. Uttley's Information Transmission<br />

in <strong>the</strong> Nervous System (1979 ): Alan Turing is seated on <strong>the</strong> lawn, along with <strong>the</strong><br />

neurobiologist Horace Barlow (a direct descendant <strong>of</strong> Darwin, by <strong>the</strong> way); st<strong>and</strong>ing<br />

behind are Ross Ashby, Donald MacKay, <strong>and</strong> o<strong>the</strong>r major figures <strong>of</strong> <strong>the</strong> earliest days <strong>of</strong><br />

what has become cognitive science. It's a small world.<br />

lectual species, AI, but also <strong>of</strong> its more recent <strong>of</strong>fshoot, AL, Artificial <strong>Life</strong>.<br />

Legendary though it is, few people today are familiar with its remarkable<br />

details, many <strong>of</strong> which deserve to be more widely known. 14 Samuel's first<br />

checkers program was written in 1952, for <strong>the</strong> IBM 701, but <strong>the</strong> learning<br />

version wasn't finished until 1955, <strong>and</strong> ran on an IBM 704; a later version ran<br />

on <strong>the</strong> IBM 7090. Samuel found some elegant ways <strong>of</strong> coding any state <strong>of</strong> a<br />

checkers game into four thirty-six-bit "words" <strong>and</strong> any move into a simple<br />

arithmetical operation on those words. (Compared with today's prodigiously<br />

wasteful computer programs which run on for megabytes, Samuel's basic<br />

program was microscopic in size—a "low-tech" genome indeed, with fewer<br />

than six thous<strong>and</strong> lines <strong>of</strong> code—but, <strong>the</strong>n, he had to write it in machine<br />

code; this was before <strong>the</strong> days <strong>of</strong> computer programming languages.) Once<br />

he'd solved <strong>the</strong> problem <strong>of</strong> representing <strong>the</strong> basic process <strong>of</strong> legal checkers<br />

play, he had to face <strong>the</strong> truly hard part <strong>of</strong> <strong>the</strong> problem: getting <strong>the</strong> computer<br />

program to evaluate <strong>the</strong> moves, so it could select <strong>the</strong> best move (or at least<br />

one <strong>of</strong> <strong>the</strong> better moves) whenever possible.<br />

What would a good evaluation function look like? Some trivial games, like<br />

tic-tac-toe, have feasible algorithmic solutions. There is a guaranteed win or<br />

draw for one player, <strong>and</strong> this best strategy can be computed in realistic<br />

amounts <strong>of</strong> time. Checkers is not such a game. Samuel (p. 72) pointed out<br />

that <strong>the</strong> space <strong>of</strong> possible checkers games has on <strong>the</strong> order <strong>of</strong> 10 40 choicepoints,<br />

"which, at 3 choices per millimicrosecond, would still take 10 21<br />

centuries to consider." Although today's computers are millions <strong>of</strong> times<br />

faster than <strong>the</strong> lumbering giants <strong>of</strong> Samuel's day, <strong>the</strong>y still couldn't make a<br />

dent on <strong>the</strong> problem using <strong>the</strong> brute-force approach <strong>of</strong> exhaustive search. The<br />

search space is Vast, so <strong>the</strong> method <strong>of</strong> search must be "heuristic"—<strong>the</strong><br />

branching tree <strong>of</strong> all possible moves has to be ruthlessly pruned by semiintelligent,<br />

myopic demons, leading to a risky, chance-ridden exploration <strong>of</strong> a<br />

tiny subportion <strong>of</strong> <strong>the</strong> whole space.<br />

Heuristic search is one <strong>of</strong> <strong>the</strong> foundational ideas <strong>of</strong> Artificial Intelligence.<br />

One might even define <strong>the</strong> task <strong>of</strong> <strong>the</strong> field <strong>of</strong> AI as <strong>the</strong> creation <strong>and</strong> inves-<br />

14. Samuel's 1959 paper was reprinted in <strong>the</strong> first anthology <strong>of</strong> Artificial Intelligence,<br />

Feigenbaum <strong>and</strong> Feldman's classic, Computers <strong>and</strong> Thought ( 1964 ). Although I had read<br />

that paper in Feigenbaum <strong>and</strong> Feldman when it first came out, I had, like most readers,<br />

passed over most <strong>of</strong> <strong>the</strong> details <strong>and</strong> savored <strong>the</strong> punch line: a 1962 match between <strong>the</strong><br />

"adult" program <strong>and</strong> Robert Nealey, a checkers champion. Nealey was gracious in defeat:<br />

"In <strong>the</strong> matter <strong>of</strong> <strong>the</strong> end game, I have not had such competition from any human being<br />

since 1954, when I lost my last game." It took a superb lecture by my colleague George<br />

Smith in an introductory course in computer science that we cotaught at Tufts to rekindle<br />

my interest in <strong>the</strong> details <strong>of</strong> Samuel's article, in which I find something new <strong>and</strong><br />

valuable every time I reread it.

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