WEBVTT - Game On: Computers vs. Humans

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<v Speaker 1>Brought to you by the reinvented two thousand twelve camera.

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<v Speaker 1>It's ready. Are you get in touch with technology? With

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<v Speaker 1>tech Stuff from how stuff works dot com. Hello again, everyone,

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<v Speaker 1>welcome to tech stuff. My name is Chris Pollette, and

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<v Speaker 1>I am an editor at how stuff works dot com.

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<v Speaker 1>Seeming across from me, as usual, is senior writer Jonathan Strickland. Yes,

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<v Speaker 1>I'm owed old enough to remember when the m c

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<v Speaker 1>P was just a chess program. There you go, that's

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<v Speaker 1>pretty good. It's a good quote. Huh yeah, yeah, we's

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<v Speaker 1>now I'm hungry for Pepperidge Farm. You can't get that

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<v Speaker 1>from hreh Um. We're going to talk today about some

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<v Speaker 1>pretty famous matchups between human beings and computers, uh, in

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<v Speaker 1>in various games. And this is one of those things

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<v Speaker 1>that people have been interested in. Well, really it goes

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<v Speaker 1>back even before computers, because it really kind of dips

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<v Speaker 1>into the whole man versus machine, um the idea, right,

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<v Speaker 1>I mean this goes all the way back to John

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<v Speaker 1>Henry versus the the steam steam engine. Yeah, and uh,

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<v Speaker 1>people have wondered like when we're when we reach a

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<v Speaker 1>point where computers would become better than humans at various

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<v Speaker 1>games and we've reached the point with several games where

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<v Speaker 1>we can pretty much definitively say computers are better at

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<v Speaker 1>it than we are, you know, And a lot of

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<v Speaker 1>the podcast where we've mentioned artificial intelligence or AI in

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<v Speaker 1>the past, UM, we have talked about gaming and in

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<v Speaker 1>those situations we were talking more about computer opponents when

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<v Speaker 1>you're playing against something in a computer game or a

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<v Speaker 1>console game, and that's a little different than what we're

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<v Speaker 1>talking about here. But because and UH, I think actually

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<v Speaker 1>I was I was reading an article UM by Jonathan Schaefer,

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<v Speaker 1>Vadim Blikko, and Michael Burrow in the I E E.

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<v Speaker 1>Spectrum and UH, it was talking about computer opponents in

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<v Speaker 1>UH in software, specifically the game Fear f E A R,

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<v Speaker 1>which is the first Encounter Assault Recon and how that

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<v Speaker 1>has that's known as for its excellent AI. But UM,

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<v Speaker 1>basically these games we're talking about today are are classic

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<v Speaker 1>board games, classic tests of UH, you know, one player's

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<v Speaker 1>skill and strategy and thinking against another human being. And

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<v Speaker 1>we wanted to know, you know, whether that's possible now

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<v Speaker 1>and sort of depends on the game and it sort

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<v Speaker 1>of depends on the opponent. But that's really according to

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<v Speaker 1>the authors in this in the Spectrum article. Um, it

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<v Speaker 1>really started with with board games, and that's one of

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<v Speaker 1>the things that has gone into a development of AI

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<v Speaker 1>in computer games of all kinds, was you know, these

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<v Speaker 1>attempts in the past to develop a formidable opponent, somebody

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<v Speaker 1>that or something that you can play against where you

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<v Speaker 1>don't have to go you don't really like to play

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<v Speaker 1>a game at chess, but you know, Steve's work in

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<v Speaker 1>a night and and I don't have anybody else that

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<v Speaker 1>I can think of, and I really want to play

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<v Speaker 1>a game of chess. We want something. You don't want to, uh,

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<v Speaker 1>something that's going to annihilate you instantly, nor do you

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<v Speaker 1>want something that's going to be a complete pushover. So yeah, exactly,

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<v Speaker 1>he's like playing me and chess. I only know how

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<v Speaker 1>to lose it chess. Um. So yeah, I mean it's

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<v Speaker 1>it's an interesting question and sort of a philosophical question.

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<v Speaker 1>It's not just programming. Yeah, I mean, there's a lot

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<v Speaker 1>of these games have have elements to them that go

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<v Speaker 1>beyond just a the physical number of moves that are

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<v Speaker 1>possible at any given point. Right, some games that's pretty

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<v Speaker 1>much all the game is. For example, Connect four. Oh yeah,

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<v Speaker 1>Connect four. We're gonna talk a little bit about solving games. Now,

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<v Speaker 1>to solve a game means that you have determined what

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<v Speaker 1>all the possible moves are, and you know what the

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<v Speaker 1>best possible move in any given situation is. Um. If

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<v Speaker 1>you have perfectly solved a game, then in theory, you

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<v Speaker 1>would be able to play a game, even pick up

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<v Speaker 1>a game that had already been started by someone else,

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<v Speaker 1>and play it from that point forward, playing the best

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<v Speaker 1>possible moves, even if that person who had previously been

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<v Speaker 1>playing made a lot of mistakes. Not many games have

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<v Speaker 1>been solved to that level, but that a lot of

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<v Speaker 1>games have been solved to the point where two players

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<v Speaker 1>starting off with a fresh board and going from there.

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<v Speaker 1>Uh is there is there a perfect way to play

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<v Speaker 1>where you will either what will essentially where you'll never lose. Yeah,

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<v Speaker 1>you're speaking for personal experience. I think Reversey is one

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<v Speaker 1>of the games, UM, if you're not familiar, it's the

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<v Speaker 1>game with the black and white pieces that you try

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<v Speaker 1>to basically surround your opponent to the point where you

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<v Speaker 1>flip all the pieces to your color and or or

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<v Speaker 1>as many as you can and outnumber your opponents. Now

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<v Speaker 1>I've played, uh, computer opponents in which on the easy

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<v Speaker 1>mode it was a cakewalk, and I'd switch to the

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<v Speaker 1>next level, and it already it seemed as though the

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<v Speaker 1>machine had already been programmed with the best possible counter

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<v Speaker 1>move to whatever it was, to the point where if

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<v Speaker 1>I played on easy, I would almost always win unless

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<v Speaker 1>I did something really stupid, and on even medium, it

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<v Speaker 1>would know exactly how to counter every move I make,

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<v Speaker 1>to the point where I could not win no matter

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<v Speaker 1>how well I would play the game. And uh, I

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<v Speaker 1>think there are certain games for which you could say, okay,

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<v Speaker 1>well these are the moves. In this case, it's the

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<v Speaker 1>best possible move. And you know, when you're playing a person,

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<v Speaker 1>you go, well, I you know, oh, look he made

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<v Speaker 1>a mistake. And you know that. You know, Jonathan in

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<v Speaker 1>this case is sitting across from me. He made a mistake. Well,

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<v Speaker 1>he may not have been thinking about it. The computer

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<v Speaker 1>is not going to make a mistake. It's already been

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<v Speaker 1>programmed with that in mind. Yeah. The mistakes computers make

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<v Speaker 1>are based upon not expecting behavior from a human, right, right,

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<v Speaker 1>I mean that's that's the way computers make mistakes. They

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<v Speaker 1>don't make mistakes in the same way humans do. So

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<v Speaker 1>for example, getting back to the Connect for uh example,

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<v Speaker 1>that game has been solved to the point where, assuming

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<v Speaker 1>perfect play on both sides, yes, the first player will

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<v Speaker 1>always win. Yes, there is no way for the first

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<v Speaker 1>player to lose if both players are playing perfectly. Uh.

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<v Speaker 1>Perfect play means you go for that center spot, folks,

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<v Speaker 1>Just just an f y I if you need to, uh,

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<v Speaker 1>if you need to play Connect four and you're the

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<v Speaker 1>first player, get grabbed that center spot on the bottom

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<v Speaker 1>row and uh and then just play perfectly from there

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<v Speaker 1>and you'll always win. Easier so than done. Really, but

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<v Speaker 1>that that was one of the games that was solved

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<v Speaker 1>fairly early on. But there are other games have been

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<v Speaker 1>solved as well, and some games are not truly solvable.

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<v Speaker 1>In fact, I wrote an article about computer versus human

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<v Speaker 1>game matchups and the first one I mentioned was b

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<v Speaker 1>KG nine point eight. That would be the computer versus

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<v Speaker 1>Luigi Villa or Villa so uh so Luigi here he

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<v Speaker 1>was a backgammon player. Yes, as am I, I nowhere

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<v Speaker 1>near as good as Luigi. So so Luigi played a

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<v Speaker 1>match against b KG nine point eight in June nineteen

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<v Speaker 1>seventy nine, and the game was got a fair amount

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<v Speaker 1>of press because the computer program beat the the player. However,

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<v Speaker 1>backgammon has an element in it that is unlike games

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<v Speaker 1>like connect for or checkers or chess. Yes, that would

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<v Speaker 1>be dice. There's an element of chance in backgam and

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<v Speaker 1>so depending upon the dice rolls, you may be luckier

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<v Speaker 1>than your opponent, and that luck might be enough for

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<v Speaker 1>you to beat someone who is technically more skilled at

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<v Speaker 1>the game than you are, someone who is who is

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<v Speaker 1>better at formulating strategies and picking the right moves and

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<v Speaker 1>the best possible outcomes. Uh, you might win just because

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<v Speaker 1>you get on a lucky streak, and that seems to

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<v Speaker 1>be what happened with this computer program. Yes, should we

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<v Speaker 1>mention our earlier podcast on random number generators, because if

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<v Speaker 1>you were playing a computer and you were not using

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<v Speaker 1>an actual die or in this case dice, then uh,

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<v Speaker 1>and you're relying on the computer to generate random numbers, Well,

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<v Speaker 1>in general you can't because they're they're using an algorithm

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<v Speaker 1>and the computer number generators will generally go in a sequence. Now,

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<v Speaker 1>this kind of goes back to what Chris was saying

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<v Speaker 1>earlier about playing a video game in a video game

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<v Speaker 1>world where you're playing against video game opponents. Technically in

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<v Speaker 1>that kind of environment. Uh, the AI is totally different

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<v Speaker 1>from a board game because it controls the entire environment.

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<v Speaker 1>So you could create a video game that compensates for

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<v Speaker 1>really strong players by pitting the environment against the players. Yes,

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<v Speaker 1>you know. I mean it's it's completely within the realm

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<v Speaker 1>of possibility. In the situations we're talking about. It's supposed

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<v Speaker 1>to be a fair game between our as fair game

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<v Speaker 1>as you can get between a computer and a human.

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<v Speaker 1>There's not supposed to be any element that's going to

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<v Speaker 1>be within the computer's control that could that could weigh

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<v Speaker 1>it in favor of the computer, right, because it's supposed

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<v Speaker 1>to be a test of intelligence relative intelligence, like as

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<v Speaker 1>we mentioned with Alan Touring, Yes, yes, the touring test um. Now,

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<v Speaker 1>in that case, the touring test was a tested determined

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<v Speaker 1>whether or not you could tell the difference between a

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<v Speaker 1>human respondent and a computer responded to a series of questions.

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<v Speaker 1>In this case, we're talking about what or a computer

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<v Speaker 1>is able to formulate a winning strategy against the human.

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<v Speaker 1>The next one on my list was Chinook versus Marion

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<v Speaker 1>Tinsley with Checkers. Yes, this was Checkers. Now Tinsley, Uh,

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<v Speaker 1>was an accomplished checkers player, amazing champion. He had won

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<v Speaker 1>the championship from nineteen fifty five to nineteen two, and

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<v Speaker 1>he had only lost five games between nineteen fifty and

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<v Speaker 1>that seems reasonably decent. I think I've only played five

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<v Speaker 1>games since n probably lost all five of them. Well,

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<v Speaker 1>this is another game, though, if unless I misunderstand the

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<v Speaker 1>article that you so aptly wrote, um uh, in which

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<v Speaker 1>there is a way to play perfectly. Yeah, this was

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<v Speaker 1>that was not discovered till two thousand seven, or not

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<v Speaker 1>not truly proven until two thousand seven. So when Tinsley

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<v Speaker 1>played against chinook Um, the game had yet to be solved,

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<v Speaker 1>and sadly, Tensley actually passed away before he could. Before

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<v Speaker 1>they could definitively say whether or not the computer was

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<v Speaker 1>a superior player, they would play thirties something games in

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<v Speaker 1>a row and end and draw a draw every time. Um.

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<v Speaker 1>But that suggests that I'm sorry, go ahead, I'm just

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<v Speaker 1>gonna say that suggests that that Tense was able to

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<v Speaker 1>play a perfect game. Yes, because in two thousand and seven,

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<v Speaker 1>the team that that created chinook did prove or demonstrate

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<v Speaker 1>that they had solved the game, and that if you

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<v Speaker 1>play perfectly on either side. Let's say both sides are

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<v Speaker 1>playing perfectly, it will the game will always end in

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<v Speaker 1>a draw. So checkers is different from Connect four and

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<v Speaker 1>that if you if both sides are playing perfectly, there

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<v Speaker 1>is no winner, It's going to be a draw, whereas

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<v Speaker 1>with Connect four, whoever goes first wins. There's actually I

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<v Speaker 1>remember reading about a game I didn't jot down it

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<v Speaker 1>shot down my notes unfortunately, where it was the second

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<v Speaker 1>play if the second player plays perfectly, If both players

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<v Speaker 1>are playing perfectly, the second player will always win, which

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<v Speaker 1>is which is interesting because you know, it just shows

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<v Speaker 1>that it all depends upon the actual style of the game. Now,

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<v Speaker 1>the next one that's on my list is probably the

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<v Speaker 1>biggest one. Yes, yeah, the one that everyone knows or

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<v Speaker 1>has heard about, right, IBM's famous deep blue Yes against

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<v Speaker 1>Gary Kasparov, who was the world champion chess player at

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<v Speaker 1>the time. And uh they actually had two matches to

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<v Speaker 1>two series of games. The first was in n and

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<v Speaker 1>in that series Kasparov actually came out the victor. He

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<v Speaker 1>managed to thank you, came out the winner, you know, wiener.

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<v Speaker 1>Uh So Kasparov one in the first series of games

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<v Speaker 1>in and then IBM redoubled their efforts, and as Kasparov

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<v Speaker 1>says in one of his articles, um they redoubled it's uh,

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<v Speaker 1>they doubled its its processing power. Uh. The article I

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<v Speaker 1>was referring to it is called the Chess Master and

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<v Speaker 1>the Computer, which was a uh, actually pretty interesting article

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<v Speaker 1>at any rate. In that game, Kasparov won the first

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<v Speaker 1>game of the match in the series, lost the second one.

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<v Speaker 1>The next three were draws, and the final game deep

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<v Speaker 1>blue one. So in that case, deep Blue one the series.

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<v Speaker 1>And this was this made news worldwide because chess was

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<v Speaker 1>one of those games that that people thought this game

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<v Speaker 1>is so complex and it relies so much upon intuition

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<v Speaker 1>and and strategy that goes beyond just numbers, that it

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<v Speaker 1>was going to take ages before a computer could beat

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<v Speaker 1>a true chess champion. And go ahead, I was gonna say,

0:13:51.880 --> 0:13:54.400
<v Speaker 1>And this isn't just any chess champion. I mean he

0:13:54.440 --> 0:13:59.280
<v Speaker 1>had the highest rating, yes, offered by the the world

0:13:59.280 --> 0:14:03.280
<v Speaker 1>body that covered chess. Yeah, there are various ways to

0:14:03.400 --> 0:14:07.080
<v Speaker 1>rate chess players, but yes, Kasparov held the highest rating

0:14:07.240 --> 0:14:10.040
<v Speaker 1>of all human players at this point. There are computer

0:14:10.120 --> 0:14:13.160
<v Speaker 1>players that have higher ratings, in fact, ratings higher than

0:14:13.200 --> 0:14:19.600
<v Speaker 1>what people thought were possible. UM. But UH. The interesting

0:14:19.640 --> 0:14:23.080
<v Speaker 1>thing here about this, this UH matchup was that Kasparov

0:14:23.160 --> 0:14:26.400
<v Speaker 1>said he thought that he had not prepared properly for

0:14:26.440 --> 0:14:28.160
<v Speaker 1>the games, and that he wished he could have had

0:14:28.200 --> 0:14:35.720
<v Speaker 1>another rematch. But ibm H shut down that that project

0:14:35.760 --> 0:14:37.800
<v Speaker 1>because they had pretty much proven their point, you know

0:14:37.840 --> 0:14:39.720
<v Speaker 1>that they were They set out to create a computer

0:14:39.760 --> 0:14:42.160
<v Speaker 1>program that could beat the world champion in chess, and

0:14:42.160 --> 0:14:44.680
<v Speaker 1>it and it worked, So why continue that? I mean,

0:14:44.720 --> 0:14:48.480
<v Speaker 1>there's no other application really for that. So they shut

0:14:48.520 --> 0:14:51.000
<v Speaker 1>down that program and and Kesperov never had a chance

0:14:51.040 --> 0:14:54.720
<v Speaker 1>to to try and and UH and and prove that

0:14:54.760 --> 0:14:59.240
<v Speaker 1>he could beat this this computer. Now, since then, Kasparov

0:14:59.280 --> 0:15:04.120
<v Speaker 1>has played other computer programs that are on UM extremely

0:15:04.160 --> 0:15:07.400
<v Speaker 1>powerful machines, and in some cases he has played to

0:15:07.400 --> 0:15:10.360
<v Speaker 1>a draw or one, and in other cases he has lost.

0:15:10.600 --> 0:15:13.000
<v Speaker 1>And he has said that we have essentially reached the

0:15:13.040 --> 0:15:18.320
<v Speaker 1>era where a a powerful computer running the right software,

0:15:18.680 --> 0:15:22.080
<v Speaker 1>or even desktop computers running the right software, can beat

0:15:22.400 --> 0:15:26.480
<v Speaker 1>a a grand master chess player. UM. And part of

0:15:26.520 --> 0:15:31.400
<v Speaker 1>that is because these these computer programs often have an

0:15:31.560 --> 0:15:37.560
<v Speaker 1>entire database of opening moves available to to UH to

0:15:37.680 --> 0:15:40.680
<v Speaker 1>look at before making any kind of a move against

0:15:40.720 --> 0:15:43.800
<v Speaker 1>an opponent. And the other is that chess is a

0:15:43.880 --> 0:15:46.280
<v Speaker 1>really complicated game. You can't really map out all the

0:15:46.320 --> 0:15:49.800
<v Speaker 1>possible moves easily because there's so many different pieces and

0:15:49.840 --> 0:15:51.560
<v Speaker 1>they all behave differently, and there are a lot of

0:15:51.560 --> 0:15:56.160
<v Speaker 1>different options at any given time. But what chess computers

0:15:56.240 --> 0:16:00.480
<v Speaker 1>do very well is they can plot out all the

0:16:00.480 --> 0:16:03.280
<v Speaker 1>possible moves once you get down to a certain number

0:16:03.280 --> 0:16:07.320
<v Speaker 1>of chess pieces towards the end game. And so a

0:16:07.320 --> 0:16:10.200
<v Speaker 1>lot of these chess programs are very very good at

0:16:10.320 --> 0:16:13.520
<v Speaker 1>plotting out the best moves when they're only say seven

0:16:13.800 --> 0:16:17.040
<v Speaker 1>or eight pieces on the board. Once you get more

0:16:17.080 --> 0:16:22.160
<v Speaker 1>than that, the the different variables are so vast that

0:16:22.160 --> 0:16:25.280
<v Speaker 1>it's a lot harder to account for all of them.

0:16:25.560 --> 0:16:31.680
<v Speaker 1>That being said, it's gonna be pretty much it'll it'll

0:16:31.720 --> 0:16:34.600
<v Speaker 1>take a lot of luck, really to beat a powerful

0:16:34.680 --> 0:16:38.360
<v Speaker 1>chess program at this point, it can happen. Um. Casparov

0:16:38.440 --> 0:16:42.479
<v Speaker 1>has shown that by playing in a kind of unconventional

0:16:42.480 --> 0:16:45.120
<v Speaker 1>way you can fool a machine. He he actually did

0:16:45.160 --> 0:16:49.320
<v Speaker 1>fool Deep Blue into sacrificing a piece that it shouldn't have,

0:16:49.520 --> 0:16:51.760
<v Speaker 1>and that was how he managed to win one of

0:16:51.800 --> 0:16:56.479
<v Speaker 1>the games in the round. So computers do make mistakes,

0:16:57.160 --> 0:17:01.600
<v Speaker 1>but um, it's it, you know, it's it's hard to

0:17:02.120 --> 0:17:04.720
<v Speaker 1>it's hard to predict when that's gonna happen. They don't

0:17:04.760 --> 0:17:08.240
<v Speaker 1>behave the same way humans do. So um and Kasprov

0:17:08.280 --> 0:17:12.879
<v Speaker 1>actually has said that now champion chess players are starting

0:17:12.920 --> 0:17:17.200
<v Speaker 1>to adopt more computer like approaches to playing and has

0:17:17.240 --> 0:17:22.840
<v Speaker 1>even uh talked about he's he's kind of a champion

0:17:22.880 --> 0:17:27.280
<v Speaker 1>to a concept called advanced chess, which involves a player

0:17:28.000 --> 0:17:32.919
<v Speaker 1>consulting a computer during play. So it's so it's a

0:17:32.920 --> 0:17:36.960
<v Speaker 1>combination of human intuition and the ability of a computer

0:17:37.119 --> 0:17:40.800
<v Speaker 1>to have that entire database of every game that's ever

0:17:40.840 --> 0:17:45.080
<v Speaker 1>been played, essentially, and to rely on that and see like, oh, well,

0:17:45.080 --> 0:17:47.920
<v Speaker 1>what what is this series of opening moves? Is that?

0:17:48.200 --> 0:17:50.840
<v Speaker 1>Is that something that's been played before? And if so,

0:17:50.960 --> 0:17:53.560
<v Speaker 1>what's the best thing for me to do? And you know,

0:17:53.760 --> 0:17:55.919
<v Speaker 1>there are points where the human takes over and starts

0:17:55.960 --> 0:17:58.159
<v Speaker 1>to make moves, or perhaps the human has a move

0:17:58.240 --> 0:18:00.240
<v Speaker 1>in mind and programs it into the computer, or to

0:18:00.280 --> 0:18:04.320
<v Speaker 1>see what possible counter moves could happen. Um, And it's

0:18:04.400 --> 0:18:06.200
<v Speaker 1>it's kind of it in a way. You might think, well,

0:18:06.240 --> 0:18:08.560
<v Speaker 1>that's sort of cheating, but in another way, you might think, Hey,

0:18:08.600 --> 0:18:11.920
<v Speaker 1>this is an example of computers and human intelligence merging

0:18:11.960 --> 0:18:15.680
<v Speaker 1>in a way. Yeah, yeah, I see what you're saying. Yeah,

0:18:15.720 --> 0:18:17.399
<v Speaker 1>that's one of the things that I have a problem

0:18:17.400 --> 0:18:22.480
<v Speaker 1>with with certain games is the lack of encyclopedic knowledge

0:18:22.840 --> 0:18:27.439
<v Speaker 1>of everything you could possibly do. And in reading your article,

0:18:28.080 --> 0:18:31.240
<v Speaker 1>I actually was thinking about this from a personal standpoint

0:18:31.240 --> 0:18:36.080
<v Speaker 1>before I got to the next example. But yeah, I um,

0:18:36.119 --> 0:18:38.840
<v Speaker 1>I'm a fan of the Scrabble brand cross word game.

0:18:39.600 --> 0:18:43.840
<v Speaker 1>I love their trademark. We have to use that trademark, um.

0:18:43.920 --> 0:18:45.439
<v Speaker 1>Although I love the game, so it doesn't bother me

0:18:45.480 --> 0:18:49.479
<v Speaker 1>so much as quirky. UM. So the thing is, if

0:18:49.480 --> 0:18:53.440
<v Speaker 1>you go to a lot of the uh, the clubs

0:18:53.600 --> 0:18:58.280
<v Speaker 1>that really get into the game, UM, you will find

0:18:58.400 --> 0:19:01.399
<v Speaker 1>that a lot of them offer lit and lists and

0:19:01.520 --> 0:19:05.080
<v Speaker 1>lists of words, all kinds of words, lists of words

0:19:05.080 --> 0:19:08.159
<v Speaker 1>that you can make with different particular letter combinations that

0:19:08.240 --> 0:19:11.720
<v Speaker 1>you might have on your tile rack. And I keep thinking, Man,

0:19:11.800 --> 0:19:14.520
<v Speaker 1>if I had access to all these words without having

0:19:14.560 --> 0:19:17.639
<v Speaker 1>to study these lists, I might, you know, really be

0:19:17.720 --> 0:19:20.480
<v Speaker 1>able to wamp up on some people playing scrabble. Now,

0:19:20.560 --> 0:19:23.160
<v Speaker 1>there are people who spend lots and lots and lots

0:19:23.200 --> 0:19:25.399
<v Speaker 1>of time studying the word lists, so they will be

0:19:25.480 --> 0:19:31.800
<v Speaker 1>armed with all these different lexicographical weapons. Um. Yeah, I

0:19:31.800 --> 0:19:33.760
<v Speaker 1>don't know if lexicography is a word. I'll have to

0:19:33.800 --> 0:19:40.440
<v Speaker 1>look it up. I'm not sure that would work in scrabble. Um. Okay, However, Um,

0:19:40.480 --> 0:19:44.640
<v Speaker 1>it seems that, uh that in your next example, that

0:19:45.280 --> 0:19:49.800
<v Speaker 1>there is a computer able to play at that level,

0:19:49.840 --> 0:19:52.160
<v Speaker 1>and that seems like it would have a severe pose,

0:19:52.200 --> 0:19:56.239
<v Speaker 1>a severe disadvantage for the human opponent. Yeah. Quackle is

0:19:56.320 --> 0:20:01.040
<v Speaker 1>the the program um that you're referring to calls a

0:20:01.040 --> 0:20:04.320
<v Speaker 1>computer program that um that was able to beat a

0:20:04.440 --> 0:20:08.760
<v Speaker 1>champion named David Boys in a series of games of

0:20:08.840 --> 0:20:12.560
<v Speaker 1>scrabble and Quackle. Again. Scrabble is one of those games

0:20:12.600 --> 0:20:15.960
<v Speaker 1>that also comes down in part to luck, because it

0:20:16.000 --> 0:20:19.040
<v Speaker 1>all depends on what tiles you have in your you know,

0:20:19.280 --> 0:20:23.119
<v Speaker 1>you have at your disposal. Uh. And Quackle was able

0:20:23.160 --> 0:20:26.600
<v Speaker 1>to beat David Boys fair and square. Right, It was

0:20:26.640 --> 0:20:29.040
<v Speaker 1>able to fair and square in the sense that it

0:20:29.080 --> 0:20:32.800
<v Speaker 1>wasn't it wasn't making guesswork of the game. It was

0:20:33.320 --> 0:20:36.080
<v Speaker 1>building words based upon what it had available and what

0:20:36.119 --> 0:20:39.000
<v Speaker 1>was on the board already. Um. And yes, it did

0:20:39.040 --> 0:20:41.919
<v Speaker 1>have an enormous database of words. So that gave it

0:20:42.080 --> 0:20:45.440
<v Speaker 1>an advantage in that, you know, human beings, some of

0:20:45.520 --> 0:20:48.760
<v Speaker 1>us are really good at remembering you know, thousands of

0:20:48.800 --> 0:20:53.000
<v Speaker 1>different word letter combinations that make legitimate words. Others we

0:20:53.080 --> 0:20:55.200
<v Speaker 1>rack our brains like I've got a V, A, B,

0:20:55.520 --> 0:20:57.960
<v Speaker 1>and F and in a queue, and oh what can

0:20:58.000 --> 0:21:03.160
<v Speaker 1>I make? You know? So that one was playing pretty

0:21:03.240 --> 0:21:05.359
<v Speaker 1>much by the rules. What was interesting to me was

0:21:06.160 --> 0:21:10.760
<v Speaker 1>I ran across a story about a graduate student named

0:21:10.760 --> 0:21:14.800
<v Speaker 1>Mark Richards who came up with a program, a scrabble

0:21:14.840 --> 0:21:17.080
<v Speaker 1>program that goes a step further. It doesn't just have

0:21:17.280 --> 0:21:20.800
<v Speaker 1>a massive database of words that can play uh. And

0:21:21.359 --> 0:21:25.800
<v Speaker 1>another advantage that scrabble UH computer programs have is that

0:21:26.080 --> 0:21:29.080
<v Speaker 1>let's say that you have two lines of like two

0:21:29.119 --> 0:21:32.000
<v Speaker 1>words that are fairly close to one another on the

0:21:32.040 --> 0:21:35.280
<v Speaker 1>scrabble board, um, and but you know they're separated. There's

0:21:35.320 --> 0:21:39.800
<v Speaker 1>maybe like five blank tiles between the two words. These

0:21:39.800 --> 0:21:43.119
<v Speaker 1>computer programs are much better at looking at those those

0:21:43.200 --> 0:21:47.520
<v Speaker 1>configurations and determining words that can span those gaps that

0:21:47.560 --> 0:21:51.760
<v Speaker 1>are than humans are. And so you'll see words played

0:21:51.800 --> 0:21:54.439
<v Speaker 1>by computers that most humans never would have thought of.

0:21:54.520 --> 0:21:57.760
<v Speaker 1>Because to to have taken that into account, that big

0:21:57.800 --> 0:22:00.880
<v Speaker 1>gap into account is just kind of beyond what most

0:22:00.920 --> 0:22:03.560
<v Speaker 1>of us do when we play. There are good players

0:22:03.560 --> 0:22:05.720
<v Speaker 1>out there who are really good at this, but most

0:22:05.760 --> 0:22:07.199
<v Speaker 1>of us, you know, well, we sit there and we

0:22:07.240 --> 0:22:09.600
<v Speaker 1>concentrate on one letter at a time, or if words

0:22:09.600 --> 0:22:11.080
<v Speaker 1>are close enough, we might be able to get two

0:22:11.160 --> 0:22:14.080
<v Speaker 1>letters that are already on the board incorporated into whatever

0:22:14.119 --> 0:22:16.720
<v Speaker 1>we're about to lay down. Well, what Mark Richards did

0:22:16.760 --> 0:22:19.480
<v Speaker 1>was he on a step further than that. He created

0:22:19.520 --> 0:22:25.080
<v Speaker 1>a program that could guess what letters the opponent had

0:22:25.119 --> 0:22:29.159
<v Speaker 1>at his or her disposal bye bye. You know, there

0:22:29.200 --> 0:22:32.200
<v Speaker 1>are only so many letters that are in a scrabble game,

0:22:32.520 --> 0:22:36.119
<v Speaker 1>so it's counting tiles, counting cards. By counting cards in Vegas,

0:22:36.400 --> 0:22:39.320
<v Speaker 1>it would count tiles. So you would start playing the game,

0:22:39.359 --> 0:22:41.359
<v Speaker 1>and at the beginning of the game, the computer really

0:22:41.400 --> 0:22:44.680
<v Speaker 1>can't tell what you have because it's only the only

0:22:44.760 --> 0:22:46.840
<v Speaker 1>information it has at the very beginning of the game

0:22:46.960 --> 0:22:50.520
<v Speaker 1>is which tiles are in it's uh, it's vault right.

0:22:50.640 --> 0:22:52.960
<v Speaker 1>Anything beyond that it doesn't know. So I mean it

0:22:53.000 --> 0:22:56.119
<v Speaker 1>would know like, okay, well one of the q you

0:22:56.840 --> 0:23:00.760
<v Speaker 1>tiles is in uh in my hand, which means that

0:23:00.800 --> 0:23:06.560
<v Speaker 1>there is one less one fewer out in the actual game, right, Yeah,

0:23:07.080 --> 0:23:09.119
<v Speaker 1>you can't really say, well, what are the odds that

0:23:09.160 --> 0:23:12.159
<v Speaker 1>he's holding that? You know, it's it's astronomical. You know,

0:23:12.200 --> 0:23:14.760
<v Speaker 1>there's no qu and scrabble, right is not qu I

0:23:14.800 --> 0:23:17.159
<v Speaker 1>thought of what it's just Q some of the some

0:23:17.200 --> 0:23:21.400
<v Speaker 1>of the others that are similar, because almost every instance

0:23:21.480 --> 0:23:23.600
<v Speaker 1>that Q appears in the English language is followed by

0:23:23.640 --> 0:23:26.640
<v Speaker 1>the letter you. Um, that's right. So at any rate,

0:23:26.720 --> 0:23:30.360
<v Speaker 1>the so Q, I'm just gonna say, somebody's gonna write

0:23:30.359 --> 0:23:32.359
<v Speaker 1>in so well, I don't play a lot of scrabble, clearly,

0:23:32.720 --> 0:23:36.360
<v Speaker 1>but at any rate, so the computer what it can

0:23:36.400 --> 0:23:38.000
<v Speaker 1>do is as the game goes on, it can start

0:23:38.040 --> 0:23:42.760
<v Speaker 1>predicting with better and better accuracy, which tiles you probably

0:23:42.760 --> 0:23:45.400
<v Speaker 1>hold in your in your hand. So what it what

0:23:45.440 --> 0:23:48.040
<v Speaker 1>it does, It will start playing words and playing parts

0:23:48.040 --> 0:23:51.240
<v Speaker 1>of the board that will block off the best options

0:23:51.400 --> 0:23:55.359
<v Speaker 1>you would have and when it becomes your turn, so

0:23:55.400 --> 0:23:58.639
<v Speaker 1>it's blocking you from the combinations that would get you

0:23:58.640 --> 0:24:02.359
<v Speaker 1>the most points. So so you're you're handicapped even further

0:24:02.480 --> 0:24:05.080
<v Speaker 1>than you were just from playing the game fair and

0:24:05.119 --> 0:24:12.359
<v Speaker 1>square even. You know, another interesting thing, and another interesting

0:24:12.400 --> 0:24:16.119
<v Speaker 1>point you made that was nice um in the Uh.

0:24:16.840 --> 0:24:20.120
<v Speaker 1>Discussion of Quackle is that it in order to actually

0:24:20.160 --> 0:24:25.160
<v Speaker 1>play uh David Boys, it actually had to beat another

0:24:25.200 --> 0:24:28.840
<v Speaker 1>computer in tournament play before it was allowed to play him,

0:24:29.160 --> 0:24:32.760
<v Speaker 1>which I think is funny. So I had computer versus computer. Yeah,

0:24:32.760 --> 0:24:34.320
<v Speaker 1>there are a few. There are a few tournaments that

0:24:34.359 --> 0:24:36.879
<v Speaker 1>I've seen like that where it's been computer pitted against

0:24:36.880 --> 0:24:40.560
<v Speaker 1>computer and then the winner goes up against a human champion. Um.

0:24:40.600 --> 0:24:43.480
<v Speaker 1>And then there have been other exhibit games like I

0:24:43.520 --> 0:24:46.119
<v Speaker 1>remember there's one with Kasparov where he was playing against

0:24:46.119 --> 0:24:49.600
<v Speaker 1>thirty two computers and he won all of all of

0:24:49.600 --> 0:24:53.520
<v Speaker 1>those games. Yeah, thirty two to nothing. Uh. And then

0:24:53.520 --> 0:24:57.760
<v Speaker 1>the last one in my list was a computer program

0:24:57.840 --> 0:25:01.479
<v Speaker 1>that was playing the game of Go. And Go is

0:25:01.920 --> 0:25:05.840
<v Speaker 1>particularly interesting in that it has if you're playing on

0:25:05.880 --> 0:25:10.080
<v Speaker 1>a full board, it's a grid of nineteen by nineteen lines,

0:25:10.160 --> 0:25:13.120
<v Speaker 1>and you play your pieces on the inner where those

0:25:13.119 --> 0:25:16.639
<v Speaker 1>lines intersect in the grid, and that's a huge number

0:25:17.480 --> 0:25:21.840
<v Speaker 1>and and so the the potential moves and go is big.

0:25:21.920 --> 0:25:24.560
<v Speaker 1>Is there there are more potential moves in that game

0:25:24.600 --> 0:25:26.960
<v Speaker 1>than than pretty much any of the other games we've

0:25:26.960 --> 0:25:31.520
<v Speaker 1>talked about. And there are also situations that can pop

0:25:31.640 --> 0:25:34.359
<v Speaker 1>up where just because of the nature of the game,

0:25:35.040 --> 0:25:38.399
<v Speaker 1>a move may or may not be technically legal, or

0:25:38.520 --> 0:25:41.679
<v Speaker 1>there may actually be room for you to discuss the

0:25:41.760 --> 0:25:44.400
<v Speaker 1>legality of a particular move, which makes it even more

0:25:44.400 --> 0:25:46.560
<v Speaker 1>difficult for a computer to win because the computer just

0:25:46.600 --> 0:25:50.960
<v Speaker 1>can't make that consideration. So um Go is one of

0:25:50.960 --> 0:25:54.480
<v Speaker 1>those games where we have seen computers beat champions at Go.

0:25:54.840 --> 0:25:58.040
<v Speaker 1>But we've also seen cases where these these really powerful

0:25:58.080 --> 0:26:01.600
<v Speaker 1>computer programs have been beaten by Go players, and sometimes

0:26:01.640 --> 0:26:03.960
<v Speaker 1>they are Go players who are, you know, eight or

0:26:04.040 --> 0:26:08.760
<v Speaker 1>nine years old. So it's one of those where if

0:26:08.760 --> 0:26:11.400
<v Speaker 1>you're talking about solving a game, it's probably gonna take

0:26:11.400 --> 0:26:14.040
<v Speaker 1>a while to solve that nineteen by nineteen grid game

0:26:14.080 --> 0:26:16.640
<v Speaker 1>because it's just like I said that, the potential number

0:26:16.680 --> 0:26:21.640
<v Speaker 1>of moves are I mean, it's it's it's enormous. Yeah yeah,

0:26:23.320 --> 0:26:26.160
<v Speaker 1>but that's uh, I mean, it's such a difficult game too.

0:26:26.200 --> 0:26:29.399
<v Speaker 1>And I mean the the player that this particular Go

0:26:29.560 --> 0:26:32.760
<v Speaker 1>program took on certainly one of the best in the world,

0:26:32.760 --> 0:26:36.359
<v Speaker 1>and it took a supercomputer, a crazy supercomputer, yeah, with

0:26:36.400 --> 0:26:40.920
<v Speaker 1>five and twelve corps, Yeah, five and twelve corps to

0:26:40.920 --> 0:26:44.760
<v Speaker 1>to calculate the best possible move. If nothing else, this

0:26:44.880 --> 0:26:47.560
<v Speaker 1>kind of says. It kind of points to that the

0:26:47.800 --> 0:26:53.280
<v Speaker 1>huge hurdle of creating an artificially intelligent machine capable of

0:26:54.119 --> 0:26:57.520
<v Speaker 1>thinking in a way that humans think. You know, we

0:26:57.600 --> 0:27:02.320
<v Speaker 1>take it for granted how complicated thinking actually is until

0:27:02.359 --> 0:27:07.040
<v Speaker 1>we try to mimic it using machinery. Because just even

0:27:07.119 --> 0:27:11.360
<v Speaker 1>using something where you've got a a closed environment with

0:27:11.840 --> 0:27:15.720
<v Speaker 1>known rules that you have to follow, it's still incredibly

0:27:15.800 --> 0:27:22.560
<v Speaker 1>difficult to match human performance in that. Yeah, yeah, fascinating

0:27:22.600 --> 0:27:26.000
<v Speaker 1>stuff though, Yeah yeah, And all the players we talked

0:27:26.040 --> 0:27:27.720
<v Speaker 1>about could beat the pants off of me and just

0:27:27.760 --> 0:27:31.000
<v Speaker 1>about any game. There are other computer program problems that

0:27:31.040 --> 0:27:34.680
<v Speaker 1>are interesting to to look at, like um, the people

0:27:34.720 --> 0:27:37.520
<v Speaker 1>who solved checkers, or some of the people who worked

0:27:37.560 --> 0:27:40.560
<v Speaker 1>on the whole checkers problem have moved on to things

0:27:40.600 --> 0:27:44.520
<v Speaker 1>like poker and poker like Texas hold Them and that's

0:27:44.520 --> 0:27:48.520
<v Speaker 1>a game that is also difficult to uh to beat

0:27:49.320 --> 0:27:51.359
<v Speaker 1>or two, it's it's hard to figure out a way

0:27:51.400 --> 0:27:53.800
<v Speaker 1>to program a computer to play that at the same

0:27:53.880 --> 0:27:56.560
<v Speaker 1>level as a human champion. Because you think about poker,

0:27:57.200 --> 0:28:00.960
<v Speaker 1>you're dealing with hidden information because you don't know what

0:28:01.160 --> 0:28:04.560
<v Speaker 1>cards someone else may or may not hold. UM, and

0:28:04.640 --> 0:28:08.679
<v Speaker 1>you're dealing with strategies like bluffing and um. Another thing

0:28:08.680 --> 0:28:11.960
<v Speaker 1>about computers is you can upset them. So you're not

0:28:12.000 --> 0:28:14.879
<v Speaker 1>going to get a computer to play on tilt, but

0:28:15.160 --> 0:28:18.960
<v Speaker 1>you can make a computer think that your cards are

0:28:19.000 --> 0:28:22.280
<v Speaker 1>better than what you hold or or worse, because there

0:28:22.320 --> 0:28:26.160
<v Speaker 1>are a lot of strategies that involve tricking someone into

0:28:26.240 --> 0:28:28.840
<v Speaker 1>thinking that you're holding a weak hand so that they

0:28:28.920 --> 0:28:31.719
<v Speaker 1>over commit themselves in a bet and then you sweep

0:28:31.720 --> 0:28:34.240
<v Speaker 1>in and you just take all that money and then

0:28:34.280 --> 0:28:38.200
<v Speaker 1>you run away laughing and throwing chips at people. That's

0:28:38.200 --> 0:28:42.000
<v Speaker 1>how I Playone likes to play with me, well except

0:28:42.000 --> 0:28:43.520
<v Speaker 1>for the people who pick up the chips because they're

0:28:43.520 --> 0:28:47.320
<v Speaker 1>like awesome free money. So you're saying then that if

0:28:47.360 --> 0:28:50.320
<v Speaker 1>you were playing a computer opponent at poker, you wouldn't

0:28:50.320 --> 0:28:53.360
<v Speaker 1>necessarily need to worry about walking away or running, and

0:28:53.360 --> 0:28:55.200
<v Speaker 1>you might even be able to count your money while

0:28:55.200 --> 0:28:58.080
<v Speaker 1>you're sitting at the table. Yes, that's exactly what I'm saying.

0:28:58.120 --> 0:28:59.800
<v Speaker 1>I mean, even if the machine didn't get upset with you.

0:29:00.200 --> 0:29:06.440
<v Speaker 1>Climb stairs. What a gambler? Yeah, well it's yeah, I'm no,

0:29:06.520 --> 0:29:08.840
<v Speaker 1>I'm not gonna quote anymore from that song. That's done.

0:29:09.400 --> 0:29:15.200
<v Speaker 1>But anyway, Kenny. Nice. Nice, So this will wrap up

0:29:15.240 --> 0:29:19.120
<v Speaker 1>this discussion before I have an aneurysm Um, speaking of running,

0:29:19.160 --> 0:29:22.600
<v Speaker 1>I should probably get to that. Yeah, So it'll be

0:29:22.640 --> 0:29:26.560
<v Speaker 1>interesting to see what what the future of of computers

0:29:26.640 --> 0:29:29.480
<v Speaker 1>and gaming holds, because we've already gotten to a point,

0:29:29.520 --> 0:29:33.280
<v Speaker 1>like I said, where we've reached a state where computers

0:29:33.280 --> 0:29:36.520
<v Speaker 1>can beat the best players in many, not all, but

0:29:36.640 --> 0:29:41.760
<v Speaker 1>many games. Um, will we eventually see UH chess championships

0:29:41.800 --> 0:29:46.360
<v Speaker 1>played between computers? Well, well, will we ever actually say,

0:29:46.400 --> 0:29:47.960
<v Speaker 1>you know what, this comes to a point where we

0:29:48.000 --> 0:29:51.960
<v Speaker 1>have to legitimately award a computer program the title of

0:29:52.040 --> 0:29:55.880
<v Speaker 1>world chess Champion? I doubt it. Well, I mean they

0:29:55.960 --> 0:30:00.640
<v Speaker 1>do use the UH console games on no Play to

0:30:00.800 --> 0:30:03.160
<v Speaker 1>predict the outcome of the Super Bowl. So yeah, but

0:30:03.280 --> 0:30:06.720
<v Speaker 1>I mean, if we allow a chess game to become

0:30:06.760 --> 0:30:10.720
<v Speaker 1>world champions, shouldn't we also allow things like I don't know,

0:30:10.920 --> 0:30:14.280
<v Speaker 1>like the Tesla Roadster to compete in the hundred yard dash. Me.

0:30:16.200 --> 0:30:19.160
<v Speaker 1>I'm just saying, like, you know, you're already stacking the deck.

0:30:19.240 --> 0:30:22.000
<v Speaker 1>I mean, yeah, I don't. Well, I mean it takes

0:30:22.040 --> 0:30:23.680
<v Speaker 1>all the fun out of it for people to Yeah,

0:30:23.760 --> 0:30:25.520
<v Speaker 1>I would hate to get run over by a roadster

0:30:25.560 --> 0:30:28.240
<v Speaker 1>while trying to run the dash. Take the fun out

0:30:28.240 --> 0:30:30.880
<v Speaker 1>of it. But that's a good point. Yeah, So don't

0:30:30.880 --> 0:30:33.160
<v Speaker 1>get run over by a computer, is what what we're

0:30:33.160 --> 0:30:35.520
<v Speaker 1>getting at. It was a long way around to that

0:30:35.560 --> 0:30:39.280
<v Speaker 1>moral of the story apparently. At any rate, if you

0:30:39.320 --> 0:30:41.120
<v Speaker 1>want to learn more about it, you can read the article.

0:30:41.160 --> 0:30:44.400
<v Speaker 1>It's it's about the hang on. I've got the title.

0:30:44.440 --> 0:30:46.560
<v Speaker 1>Actually I supposed to say. I'm about to work my

0:30:46.560 --> 0:30:50.600
<v Speaker 1>way around it. It's top five computer versus human game matchups. Um,

0:30:50.600 --> 0:30:52.840
<v Speaker 1>it's a It was fun to write, and I was

0:30:52.920 --> 0:30:55.880
<v Speaker 1>so pleased that I could find other games besides chess,

0:30:55.880 --> 0:30:58.720
<v Speaker 1>because that's the one everyone thinks of. But there are

0:30:58.800 --> 0:31:02.680
<v Speaker 1>other games out there that people have created programs that

0:31:02.720 --> 0:31:04.920
<v Speaker 1>are you know, these computers are really good at playing

0:31:04.960 --> 0:31:07.160
<v Speaker 1>those games. Haven't found one that can really take me

0:31:07.200 --> 0:31:12.480
<v Speaker 1>on shoots and ladders yet. I'm sure it's coming and uh,

0:31:12.480 --> 0:31:16.680
<v Speaker 1>of course. Sorry. We're gonna wrap this up, you guys.

0:31:16.680 --> 0:31:19.600
<v Speaker 1>If you have any comments or questions, you can contact

0:31:19.720 --> 0:31:22.720
<v Speaker 1>us on Facebook and Twitter are handled. There is tech

0:31:22.840 --> 0:31:25.960
<v Speaker 1>Stuff h s W or you can email us. The

0:31:26.000 --> 0:31:30.240
<v Speaker 1>address is tech stuff at how stuff works dot com.

0:31:30.280 --> 0:31:37.959
<v Speaker 1>And Chris and I will talk to you again really soon, Jonathan. Um,

0:31:38.360 --> 0:31:41.080
<v Speaker 1>actually this was just handed to me. It looks like

0:31:41.120 --> 0:31:43.520
<v Speaker 1>how stuff Works dot Com now has an iPhone app.

0:31:43.880 --> 0:31:47.640
<v Speaker 1>Sweet that awesome. Yeah, actually, um, I got to to

0:31:47.640 --> 0:31:49.600
<v Speaker 1>take a look at this earlier, and guys, this is

0:31:49.600 --> 0:31:52.520
<v Speaker 1>pretty cool. The iPhone app is a sort of a

0:31:52.520 --> 0:31:54.560
<v Speaker 1>way to integrate all the cool stuff we do at

0:31:54.600 --> 0:31:56.800
<v Speaker 1>how stuff Works dot com. So you, guys may have

0:31:56.840 --> 0:31:58.880
<v Speaker 1>listened one of our podcasts and we talked about there's

0:31:58.880 --> 0:32:00.920
<v Speaker 1>this great article on the like, but you're not at

0:32:00.920 --> 0:32:03.240
<v Speaker 1>your computer, so you can't really check it. Well. The

0:32:03.280 --> 0:32:07.200
<v Speaker 1>iPhone app actually lets you browse articles and blog posts,

0:32:07.320 --> 0:32:09.400
<v Speaker 1>even lets you interact on Facebook and Twitter, and you

0:32:09.440 --> 0:32:11.880
<v Speaker 1>can listen to podcasts at the same time. And it

0:32:11.920 --> 0:32:14.320
<v Speaker 1>has all the house stuff works dot Com podcasts on it,

0:32:14.360 --> 0:32:16.680
<v Speaker 1>not just ours, but you know good ones too, so

0:32:16.760 --> 0:32:18.800
<v Speaker 1>you can listen to those and look at the articles

0:32:18.840 --> 0:32:21.680
<v Speaker 1>and and go on Facebook and Twitter, and it should

0:32:21.760 --> 0:32:25.880
<v Speaker 1>work perfectly with your iPhones and iPod touch it awesome.

0:32:26.000 --> 0:32:28.640
<v Speaker 1>What's it looks like. It's now available on the iTunes store,

0:32:28.840 --> 0:32:30.600
<v Speaker 1>so that's good to know. How much does it cost?

0:32:31.440 --> 0:32:47.720
<v Speaker 1>It's freeze Ah brought to you by the reinvented two

0:32:47.760 --> 0:32:50.320
<v Speaker 1>thousand twelve camera. It's ready, Are you