133. The Past of Chess Intelligence

The basic rules of Go don't sound difficult, as the name suggests, it is to use your own pieces to kill the opponent's pieces, and finally the two sides compare the area of their own chessboard to determine the winner.

In ancient times, it was called "Yi", and "Yi" should be "enlightened"!

This form of game is said to have existed since the Spring and Autumn Period and the Warring States Period, and it can be regarded as one of the oldest intellectual activities of the Chinese nation.

It became completely popular around the Three Kingdoms period, and many literati and celebrities at that time were good at playing against each other and were proud of their good chess skills.

In the Jin Dynasty, all kinds of literati were popular, and playing Go and bragging became a fashion.

It was around the time of the Sui and Tang dynasties that Go spread to Japan and South Korea, which are also active today, and then to other parts of the world.

There is only one type of chess piece in Go, which is completely different from many other popular chess games, such as chess, military chess, chess, etc.

There are no chess pieces with different names, functions and usages, and both sides only hold black and white round pieces to fight against each other.

The chessboard used in the event has 19 lines in the horizontal and vertical directions, with a total of 361 intersections.

The pieces fall on these intersections one by one, alternately playing chess, and there is no regret about the fall.

But it is precisely the concise chess pieces and the rules of chess that give rise to endless variations, which are far more complicated than many other chess games with bells and whistles.

There are 361 landing points, and each landing point has 360 hands to deal with.

In this way, it can be calculated that on a standard 19x19 board, there will be a total of 361 different orders.

Some people may say that 361 doesn't look like a big thing, but it's actually a factorial symbol! Represents the product of all positive integers less than and equal to that number, and is a mathematical concept introduced two hundred years ago.

i.e. n!=1×2×3×...×(n-1)×n.

It can also be written recursively, 0!=1, n!=(n-1)!×n.

The further back you go, the faster the scale of the numbers grows.

To take a more understandable example, just by factoring 21, the number has come to 5x10^19, 500 billion billion.

Billions of trillions of Jingqi ditches are carrying poles.

The twentieth power of 10 is read as 垓, 21! It can be read as 0.5 yuan.

And 128! The number has reached 10 to the 215th power, which is not many times the 500 billion above.

I don't know exactly how to read it.

If you want to exhaust all the basic possibilities of Go, there will be more than 10 to the power of 760 possibilities.

This does not take into account the lifts, many of the areas that have been lifted can still continue to fall, and Go often has games outside of 400 hands.

It is not a boast that the total number of possibilities of Go is much greater than the number of atoms in the universe (10^78-10^82).

If you really want to talk about the order of magnitude, it is really too far off.

Of course, there are many variations of this that may never happen, such as starting with no one playing on the very edge.

But even if these are removed, the remaining variables will never be exhausted.

Meng Fanqi has a little impression of a small story in the early days.

The earliest chess game [AI] dates back to 1769. A German inventor, Kemperen, invented a chess-playing machine called the Turk.

The installation is topped by a chess board, opposite which sits a wooden figure in Turkish attire.

In 1809, the installation was shown to the incomparable French Emperor Napoleon.

Napoleon took the lead, but was blown up by the Turks, and finally became angry, turned into a master of table cleaning, and swept all the pieces to the ground.

The famous Turk has since played against many famous personalities and even toured Europe for decades.

In the end, it turned out that it was not artificial intelligence, but a street magic.

There's always a chess master hidden in this machine!

Later, because people have three urgencies, people can not hide in the machine after all, so the secret is finally discovered.

In fact, if you think about it, what level of computing technology was there at that time, and how could it be possible to overcome such a problem.

However, it can be seen from the repercussions and popularity at that time that chess has always been a major challenge to human intelligence, and it is a proof of intelligence and game ability.

Chess intelligence has also become a symbol of sorts, always attracting humans to conquer.

The famous computer bull Turing is actually also a lover of this, when World War II was not over, Turing had secretly studied the computer and played chess.

In 1947, a chess program was written.

It's just that at that time, the use of computers was a very precious resource, and even Turing could not guarantee full use time.

Compared with the other affairs of Turing's big man, playing chess seems to be a bit of a child's play, and this matter has been delayed again and again.

"In fact, the scariest thing is the winning rule of chess." Meng Fanqi thought about it for a while, like simple chess such as tic-tac-toe and backgammon, there are rules and rules such as "the first move must win".

Once a chess player has mastered this formula, this kind of chess will lose its meaning to a considerable extent and become boring.

On the phone, Dr. Huang also introduced Meng Fanqi's research on checkers next door, which Meng Fanqi had not paid attention to.

"In September 2007, checkers proved that as long as both sides of the game do not make mistakes, the final result must be a draw."

And the checkers intelligence has reached this level, which means that there will never be a way to beat this checkers intelligence.

The study was published in the journal Science, and since then, the field of checkers has a visible end.

Compared with checkers, which has attracted less attention, the last famous milestone should be the "deep blue" in the field of chess.

On May 11, 1997, IBM's "Deep Blue" was the first chess machine in history to defeat the then world champion.

Afterwards, chess champion Kasparov recalled: the machine behaved beyond his imagination, it often gave up short-term benefits, showing a very anthropomorphic danger.

After Deep Blue's victory over Kasparov, professional chess players did not change careers because of this, instead they relied more on computers for training.

Commentators of professional matches are also increasingly relying on computer programs to analyze and narrate a game. Machines, acting as coaches, help human chess players progress faster.

An American high school chess coach has observed that there have never been so many young players who have scored so many points at such a young age, thanks to computer coaches, because children in the past never had the opportunity to play against grandmasters.

The funniest part of this is that none of the members who made this Deep Blue Intelligence are from artificial intelligence, and they don't believe that this program really has any intelligence.

The ass of the person who has made significant achievements is not on his side, which makes many AI scholars quite annoyed.