WEBVTT - Gaming the System

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<v Speaker 1>Brought to you by Toyota. Let's go places. Welcome to

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<v Speaker 1>Forward Thinking, either everyone, and welcome to Forward Thinking, the

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<v Speaker 1>podcast that looks at the future and says, these foolish

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<v Speaker 1>games are tearing me apart. I'm Jonathan Strickland, I'm Laura,

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<v Speaker 1>and I'm Joe McCormick. Hey, Joe, do you do you

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<v Speaker 1>ever play games? Joe? No, In fact, I don't play games.

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<v Speaker 1>Joe is extremely serious. Lauren, do you play games? Lauren? Uh? Sometimes, yes, yes.

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<v Speaker 1>You know, this is a question that I don't ask computers.

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<v Speaker 1>I get scared to ask computers if they play games

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<v Speaker 1>because I was brought up in the eighties when the

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<v Speaker 1>the amazing film War Games came out. So I gotta

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<v Speaker 1>be honest, I've never seen it, actually me neither. Wow. Okay, guys,

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<v Speaker 1>prepare yourselves because this movie is amazing. So what now

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<v Speaker 1>We're just gonna watch this movie and the podcast booth

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<v Speaker 1>and we don't have time for that. I'm just gonna

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<v Speaker 1>give you. I'm gonna sum up. So War Games is

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<v Speaker 1>specifically the story of a a uh a hacker. A

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<v Speaker 1>young hacker played by Matthew Broderick, who has Fred Savage

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<v Speaker 1>not Fred said this is pre Fred Savage. Um, before

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<v Speaker 1>Fred Savage, we had Matthew Broderick, right, Yeah, Matthew Broderick

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<v Speaker 1>was the proto Fred Savage was. So Matthew Broderick is

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<v Speaker 1>playing a part of a of a hacker and he

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<v Speaker 1>he likes these particular computer games, so he hacks into

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<v Speaker 1>a system in order to get a chance to play

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<v Speaker 1>some of these games that have not been released, and

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<v Speaker 1>one of them, one of them is Tic Tac Toe,

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<v Speaker 1>but another one is Global Thermonuclear War. And it turns

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<v Speaker 1>out that the AI developed by the computer scientists who

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<v Speaker 1>created the games isn't really really sophisticated, and you can

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<v Speaker 1>play these simulated global war scenarios. But spoiler alert, the

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<v Speaker 1>program gets installed into an actual military facility. It essentially

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<v Speaker 1>infects a military facility like a virus and then starts

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<v Speaker 1>to take over actual defense systems and prepares to launch

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<v Speaker 1>a full attack on the then Soviet Union. So it

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<v Speaker 1>becomes the role of Matthew Broderick's character, along with the

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<v Speaker 1>original programmer, to figure out a way to convince the computer, hey,

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<v Speaker 1>you don't want to do that because it would be

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<v Speaker 1>bad for everybody and you don't need to win this game.

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<v Speaker 1>Computer you can let it go. They actually teach that

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<v Speaker 1>that there is no way to win. In fact, the

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<v Speaker 1>computer says, strange game. The only way to win is

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<v Speaker 1>not to play. And the way that the computer figures

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<v Speaker 1>this out is by using an analogy. It actually starts first.

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<v Speaker 1>It starts with the various simulations of nuclear war uh,

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<v Speaker 1>and it runs the simulations over and over and over again.

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<v Speaker 1>Hasn't launched anything. It's just simulating. And so you're on

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<v Speaker 1>the big like Norad screen you see these things playing

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<v Speaker 1>out this which is the tic Tac Toe. The reason

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<v Speaker 1>it switches to tic tac Toe is because if you

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<v Speaker 1>play Tic tac Toe perfectly on both sides, you will

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<v Speaker 1>always end in a draw. And so the lesson is

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<v Speaker 1>there is no way to win this game. Playing this

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<v Speaker 1>game makes no sense because you cannot win it if

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<v Speaker 1>you are doing everything correctly. So I just saved you

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<v Speaker 1>the the time of actually watching the movie. But it

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<v Speaker 1>is a good film, guys, I actually really like it.

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<v Speaker 1>All the joy in any Matthew Broderick film is not

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<v Speaker 1>the plot. It's it's Matthew Brodick, right. So at that

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<v Speaker 1>point the computer learns what we know that did you

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<v Speaker 1>take that back kidding. Matthew Broderick is a Broadway superstar.

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<v Speaker 1>Um No that that in mutually assured destruction. Once you

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<v Speaker 1>enter a conflict, it's game over and nobody wins. It's

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<v Speaker 1>kind of right there in the name. Yeah, So comparing

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<v Speaker 1>nuclear war to tic tac toe is absurd but also

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<v Speaker 1>kind of awesome. That's able to make this abstract connection

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<v Speaker 1>between the two. Uh, and tic tac toe is what

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<v Speaker 1>we would call a solved game. And we'll talk more

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<v Speaker 1>about what solved versus unsolved means a little bit later. Uh,

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<v Speaker 1>And we wanted to talk a little bit more about

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<v Speaker 1>games and computers and whether or not we humans are

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<v Speaker 1>doomed to always come in second place to computers in

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<v Speaker 1>the long run. Will computers get to a point where

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<v Speaker 1>they will always be better at whatever games we pick

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<v Speaker 1>than we are? Well, maybe the stakes are high for

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<v Speaker 1>the computers too. I mean, I'm sure that neither of

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<v Speaker 1>you guys ever watched the nineties CG Cartoon Show reboot,

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<v Speaker 1>because like five people in the world watched the nineties

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<v Speaker 1>cartoon show Reboots. I had a friend who is into it,

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<v Speaker 1>and I tried to watch it once. It's real, silly,

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<v Speaker 1>it's real, real, silly, I never tried to watch it. Okay, okay,

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<v Speaker 1>in reboot, you guys. The premise here is that when

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<v Speaker 1>a user runs game software on a computer, all of

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<v Speaker 1>the citizens of the computer are that are caught in

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<v Speaker 1>the game's path must fight for their lives according to

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<v Speaker 1>the rules of the game, and losing the game to

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<v Speaker 1>the user means decimation or worse than one tenth destruction

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<v Speaker 1>for all of the ones and the zeros and the

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<v Speaker 1>sprites who make the computer run. So it's kind of

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<v Speaker 1>like Tron. Actually, when you play a game, the user

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<v Speaker 1>plays the game, but the people inside the computer live

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<v Speaker 1>or die. Yeah, in this case, the people fight against

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<v Speaker 1>the users, not for the users. Okay, so that's probably

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<v Speaker 1>not really what's happening in in reality, but at any rate,

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<v Speaker 1>so we wanted to talk about this, and in order

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<v Speaker 1>to do so, we wanted to first mention the concept

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<v Speaker 1>of game strategy or game theory. So there are volumes

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<v Speaker 1>written on game theory, like textbooks of in formation on

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<v Speaker 1>logic and game theory. But ultimately, if you really want

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<v Speaker 1>to boil it down to its basics, game theory comes

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<v Speaker 1>down to using strategy in order to make decisions to

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<v Speaker 1>achieve a goal. That's really what game theory comes down to,

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<v Speaker 1>once you get rid of everything else. And not all

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<v Speaker 1>games actually rely on game theory. Some of them are

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<v Speaker 1>more about random chance and less about strategic decisions made

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<v Speaker 1>by the players. Yeah, I mean there are slot machines.

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<v Speaker 1>I guess that counts as a game. There is no

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<v Speaker 1>game theory for slot machines. Yeah. No. You you might

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<v Speaker 1>think that there's a system to win at a slot machine.

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<v Speaker 1>You are incorrect. Uh, it's all based on timing. And

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<v Speaker 1>the timing we're talking about is down to like hundreds

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<v Speaker 1>or thousands of a second, so there's no way impact

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<v Speaker 1>whatsoever on the outcome of the machine. It's pure chance

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<v Speaker 1>if you have pushed the button or pulled the lever

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<v Speaker 1>at just that right moment, or something like like candy Land,

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<v Speaker 1>where you're just rolling dice and moving pieces. Yeah. Yeah,

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<v Speaker 1>candy Land is like a progressive slot machine. Yeah. I

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<v Speaker 1>wish I could make a candy line joke, but it's

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<v Speaker 1>been a long time since I've played that game. Alright. So,

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<v Speaker 1>so games that do involve strategy, you should try it sometimes.

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<v Speaker 1>It's pretty sweet, nice, nice, all right. So anyway, games

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<v Speaker 1>that are have straightforward strategies include stuff like chess. That's

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<v Speaker 1>pretty obvious, right, Checkers or drafts if you're English und

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<v Speaker 1>draft Yeah, drafts, I've never heard this. Draft Checkers, that

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<v Speaker 1>is the pro that's the proper name for Checkers. Actually, yeah,

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<v Speaker 1>the the actual older name for Checkers as drafts. Do

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<v Speaker 1>they have cracker barrels in the UK? I hope not.

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<v Speaker 1>I doubt it. Yeah, I don't. I've never seen one.

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<v Speaker 1>Uh if if you work at a cracker barrel in

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<v Speaker 1>the UK, give us a shout. So other games that

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<v Speaker 1>also involved strategy connect for Tic Tac toe go is

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<v Speaker 1>another one. There are lots and lots of these, and

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<v Speaker 1>some of the games have enough strict parameters or rules

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<v Speaker 1>in play that make them solvable. Right, And so this

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<v Speaker 1>is a concept in in game strategy that there are

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<v Speaker 1>some games that are solved in other games that are

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<v Speaker 1>not solved. And basically, a solved game is a game

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<v Speaker 1>where if you know the starting conditions and players play

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<v Speaker 1>at optimal performance, meaning they all make the perfect or

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<v Speaker 1>best decision every time. Yeah, you can predict exactly what

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<v Speaker 1>the game is going to be. Right, this would be

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<v Speaker 1>This would be a ken to having two people sit

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<v Speaker 1>down at a chessboard and before anyone's even touched a piece,

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<v Speaker 1>one person says mate, and twelve moves and the other

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<v Speaker 1>guys like, very well done, and they shake hands they leave.

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<v Speaker 1>But of course chess is not solved, No, it is not.

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<v Speaker 1>Chess is much too complicated to have solved. You can't

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<v Speaker 1>know what all of the possible moves in chess are

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<v Speaker 1>and not like our current computing powers, right, Uh, yeah,

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<v Speaker 1>I mean there's so many possible series of moves in chess.

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<v Speaker 1>I kind of doubt that could ever be calculated. You

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<v Speaker 1>are not the only person to doubt that. As for

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<v Speaker 1>solved games, there are three broad categories of solved games.

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<v Speaker 1>There's ultra weekly solved games, weekly being w E a K.

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<v Speaker 1>Not not like every week a game this really really

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<v Speaker 1>comes out every week. This would be this is really

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<v Speaker 1>really not strong. Uh. You can only predict the outcome

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<v Speaker 1>accurately from the initial position, meaning before any player has

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<v Speaker 1>made a move. And uh, at that point, it would

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<v Speaker 1>just say like, all right, well, assuming that everyone plays optimally.

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<v Speaker 1>For example, with Connect four, the first player is always

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<v Speaker 1>gonna wine if you always you know, if no matter

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<v Speaker 1>if both players are playing perfectly, player one always wins

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<v Speaker 1>Connect four. Uh. Weekly solved games include not just the

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<v Speaker 1>prediction of the outcome, but also a strategy for its

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<v Speaker 1>eiaving it from the initial positions. So essentially saying, here

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<v Speaker 1>is the the process through which you will always hit

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<v Speaker 1>this particular outcome. Uh. Strongly solved games include strategy to

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<v Speaker 1>achieve the best possible outcome from any point of the game,

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<v Speaker 1>even parts of the game where someone may have made

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<v Speaker 1>a mistake earlier on. UH. So this would be where

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<v Speaker 1>if you would look at a game that's already in

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<v Speaker 1>progress and say, all right, from this point forward, we're

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<v Speaker 1>going to have perfect play on both sides and you

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<v Speaker 1>could still predict who was going to win. So you

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<v Speaker 1>gave the example of tic tac toe in the movie

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<v Speaker 1>War Games. But this is a solved game if players,

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<v Speaker 1>If both players are playing perfectly, and there are perfect

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<v Speaker 1>ways to play, there the optimal moves you can make

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<v Speaker 1>in any given game, then it's always going to end

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<v Speaker 1>in a draw. That's exactly right, which is why I

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<v Speaker 1>say that's why the computer it comes to the conclusion

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<v Speaker 1>that there is no point in playing because there's no

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<v Speaker 1>way to win. So winning a tic tac toe do

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<v Speaker 1>pens on your opponent making a mistake right exactly. You

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<v Speaker 1>also mentioned Connect four. Yes, that one was solved in twice.

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<v Speaker 1>It was by two different independent researchers, and it was

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<v Speaker 1>weekly solved to show that the first player can always

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<v Speaker 1>force a win given perfect play, and in it was

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<v Speaker 1>actually strongly solved to the point where at any given

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<v Speaker 1>moment within a game, if you took over from that

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<v Speaker 1>point forward, you could you could predict who was going

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<v Speaker 1>to win based upon that previous positioning. It wouldn't always

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<v Speaker 1>be player one in that case, because they may have

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<v Speaker 1>made mistakes. So next we have nine Men's Morris. I

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<v Speaker 1>don't know what that is. If you played Assassin's Creed

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<v Speaker 1>Black Flag, you would because it's a game that exists

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<v Speaker 1>within that game and you get achievements for playing it

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<v Speaker 1>and winning. So I played a lot of nine Men's Morris.

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<v Speaker 1>Nine Men's Morris involves it is a not no, it's

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<v Speaker 1>not specifically a pirate game. There's a board game in

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<v Speaker 1>which you have spaces where you can place a piece,

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<v Speaker 1>and so the first part of the game involves placing

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<v Speaker 1>your pieces on the board strategically. The second part of

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<v Speaker 1>the game involves moving those pieces along specific pathways that

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<v Speaker 1>are available to you and you're trying to line up

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<v Speaker 1>three pieces in a line, and if you can line

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<v Speaker 1>up three pieces in a line, then you are allowed

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<v Speaker 1>to take one of your opponent's pieces off the board. Well,

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<v Speaker 1>whereas your opponent is trying to do the same thing

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<v Speaker 1>while also preventing you from lining up three three pieces

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<v Speaker 1>in a line. So one of the things I've noticed

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<v Speaker 1>so far about all of these examples is that they

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<v Speaker 1>don't include any element of luck. Yeah, these are all

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<v Speaker 1>again very much strategic games. These are games where it

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<v Speaker 1>requires the player to make a decision, and then the

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<v Speaker 1>player's decision is uh, you know, whatever happens from that.

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<v Speaker 1>The consequences of that are all based upon the strategy

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<v Speaker 1>of the other player as well. So I'm sure we'll

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<v Speaker 1>talk more in later in the episode about games that

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<v Speaker 1>are a combination of skill in law. Yes, but but

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<v Speaker 1>checkers or or droughts, drafts, Well, we're we're American. We

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<v Speaker 1>can say drafts, some of the British douce drafts. But

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<v Speaker 1>so you're saying checkers like they play at the cracker barrel?

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<v Speaker 1>Was that's a solved game? Solved in two thousand seven.

0:13:17.640 --> 0:13:22.199
<v Speaker 1>It had been close to being solved for much longer

0:13:22.240 --> 0:13:25.960
<v Speaker 1>than that, but officially solved in two thousand seven, which

0:13:26.080 --> 0:13:30.160
<v Speaker 1>was proving that from the initial standpoint standpoint, both players

0:13:30.160 --> 0:13:33.480
<v Speaker 1>can play to a draw with optimal play. So so

0:13:33.520 --> 0:13:36.360
<v Speaker 1>even if you go second, yeah, you can at least

0:13:36.400 --> 0:13:38.120
<v Speaker 1>play to a draw. You may not win, but you

0:13:38.120 --> 0:13:40.480
<v Speaker 1>can at least play to a draw. So if you

0:13:40.600 --> 0:13:43.920
<v Speaker 1>are player too and you lose, it's your fault. Uh.

0:13:44.000 --> 0:13:48.079
<v Speaker 1>It took. It took eighteen years to solve checkers. At

0:13:48.080 --> 0:13:52.200
<v Speaker 1>one point they had two hundred computers working on this. Yeah,

0:13:52.240 --> 0:13:56.920
<v Speaker 1>that's because there are five hundred billion billion possible arrangements

0:13:56.920 --> 0:13:59.800
<v Speaker 1>that could appear on an eight pie eight checkerboard. So

0:14:00.200 --> 0:14:03.280
<v Speaker 1>it's real impractical to analyze every single one of those

0:14:03.640 --> 0:14:06.080
<v Speaker 1>that this The solving of it was the odyssey of

0:14:06.200 --> 0:14:09.880
<v Speaker 1>one Jonathan Schaefer, who's a comp scientist who began with

0:14:10.000 --> 0:14:13.640
<v Speaker 1>just sixteen megs of memory on a computer in and

0:14:13.640 --> 0:14:17.600
<v Speaker 1>and built out this this solvability issue. Uh it took.

0:14:17.600 --> 0:14:19.680
<v Speaker 1>It took really the scaling up of computer power to

0:14:19.720 --> 0:14:22.600
<v Speaker 1>make it possible. This is you know this, this is

0:14:22.600 --> 0:14:26.320
<v Speaker 1>not simple stuff. Obviously, it's interesting because a lot of

0:14:26.360 --> 0:14:29.240
<v Speaker 1>these games are very easy for us to grasp as players.

0:14:29.280 --> 0:14:31.920
<v Speaker 1>We understand the rules and the basics and the and

0:14:32.120 --> 0:14:37.280
<v Speaker 1>general strategies pretty intuitively. But when it comes to proving

0:14:38.320 --> 0:14:40.960
<v Speaker 1>the you know that you have solved the game, that

0:14:41.080 --> 0:14:45.280
<v Speaker 1>you know definitively how the outcome will will be based

0:14:45.400 --> 0:14:49.920
<v Speaker 1>upon perfect play, that's a lot trickier. Some games are

0:14:49.960 --> 0:14:53.920
<v Speaker 1>only partially solved, So chess is partially solved, but only

0:14:54.000 --> 0:14:58.280
<v Speaker 1>from an end game standpoint. Yeah. Yeah, So if you say, um,

0:14:58.320 --> 0:15:01.240
<v Speaker 1>you know, the only pieces left on the board, or

0:15:01.280 --> 0:15:05.160
<v Speaker 1>these five or something, and they're in these positions, there

0:15:05.320 --> 0:15:08.040
<v Speaker 1>is a perfect way to play. And as you get

0:15:08.240 --> 0:15:11.520
<v Speaker 1>more pieces on the board, it gets way more complicated

0:15:11.520 --> 0:15:14.880
<v Speaker 1>because you have more options, more variables, and so I

0:15:14.920 --> 0:15:18.000
<v Speaker 1>think when you get up to about seven pieces, it's

0:15:18.080 --> 0:15:20.760
<v Speaker 1>really that's really like the limit of how far you

0:15:20.800 --> 0:15:24.840
<v Speaker 1>can solve. And not all of those uh permutations are solved,

0:15:24.920 --> 0:15:27.520
<v Speaker 1>yet some of them are, because again it depends on

0:15:27.560 --> 0:15:30.840
<v Speaker 1>the combination of pieces. Pieces move in different ways depending

0:15:30.920 --> 0:15:33.240
<v Speaker 1>upon there that what piece you're talking about, whether it's

0:15:33.280 --> 0:15:36.320
<v Speaker 1>upon or a bishop or a rook or whatever. Uh.

0:15:36.360 --> 0:15:38.480
<v Speaker 1>And then there's some other ones that have been solved

0:15:38.480 --> 0:15:41.480
<v Speaker 1>for smaller versions of the game, like Go Go as

0:15:41.520 --> 0:15:43.200
<v Speaker 1>a game, which is really interesting, and that you can

0:15:43.200 --> 0:15:46.280
<v Speaker 1>play it on different size boards that determine how many

0:15:46.320 --> 0:15:49.120
<v Speaker 1>pieces are in place. So a five by five board

0:15:49.240 --> 0:15:52.480
<v Speaker 1>of go has been solved. There's a perfect way to

0:15:52.480 --> 0:15:54.800
<v Speaker 1>play it, Yes, but most people play it on something

0:15:54.840 --> 0:15:59.240
<v Speaker 1>like a nineteen by nineteen board, which is nowhere close

0:15:59.320 --> 0:16:04.560
<v Speaker 1>to being solved. So again, is partially because of just

0:16:04.600 --> 0:16:08.320
<v Speaker 1>the amazing complexity of the game at that scale. Sure, Now,

0:16:08.440 --> 0:16:11.640
<v Speaker 1>whether or not a game has been solved doesn't necessarily

0:16:11.680 --> 0:16:16.880
<v Speaker 1>mean that humans can beat a computer at playing it consistently. Yeah,

0:16:16.920 --> 0:16:19.400
<v Speaker 1>as it turns out, computers don't have to have a

0:16:19.520 --> 0:16:22.200
<v Speaker 1>solved that they don't have to know quote unquote the

0:16:22.240 --> 0:16:25.200
<v Speaker 1>solution in order to still beat the pants off a

0:16:25.280 --> 0:16:28.880
<v Speaker 1>human opponent, even a really good human opponent. Yeah. So

0:16:29.200 --> 0:16:33.680
<v Speaker 1>chess is not solved, but we've gotten to the point

0:16:33.720 --> 0:16:37.160
<v Speaker 1>where computers will always be the best human chess player,

0:16:37.440 --> 0:16:41.360
<v Speaker 1>even way back. Yeah, this was the famous case. It's

0:16:41.360 --> 0:16:44.640
<v Speaker 1>sort of like the people people likened this to the

0:16:44.680 --> 0:16:48.520
<v Speaker 1>story of John Henry and the and the uh steam

0:16:48.840 --> 0:16:51.760
<v Speaker 1>engine that was laying down tracks, like the man versus

0:16:51.840 --> 0:16:54.840
<v Speaker 1>machine story. But this was the man versus machine story

0:16:54.840 --> 0:16:58.880
<v Speaker 1>for the twentieth century. So in u there was actually

0:16:58.880 --> 0:17:03.840
<v Speaker 1>a chess rematch between Gary Kasparov and IBM's Deep Blue computer.

0:17:04.280 --> 0:17:07.320
<v Speaker 1>And Kasparov and Deep Blue had met in ninety six

0:17:07.400 --> 0:17:10.280
<v Speaker 1>for a series of six games, which Kasparov won four

0:17:10.320 --> 0:17:14.840
<v Speaker 1>to two. But in the nineties seven match, Deep Blue

0:17:14.880 --> 0:17:18.280
<v Speaker 1>one it beat Kasparov. I think it's like three and

0:17:18.320 --> 0:17:20.639
<v Speaker 1>a half games to two and a half games, the

0:17:20.720 --> 0:17:25.000
<v Speaker 1>haves being I believe draws. So they you know, now

0:17:25.040 --> 0:17:28.520
<v Speaker 1>we saw a machine beat a chess master for the

0:17:28.560 --> 0:17:31.760
<v Speaker 1>first time. By the way, Kasparov actually demanded a rematch,

0:17:31.800 --> 0:17:34.480
<v Speaker 1>he had match. Yeah, he had claimed that there was

0:17:34.520 --> 0:17:37.640
<v Speaker 1>some hanky panky going on, and IBM declined his request

0:17:38.359 --> 0:17:40.960
<v Speaker 1>because they said they essentially had proven, they had proven

0:17:40.960 --> 0:17:43.520
<v Speaker 1>what they set out to prove. And since then these

0:17:43.600 --> 0:17:49.480
<v Speaker 1>chess programs have become more powerful and sophisticated. But what

0:17:49.520 --> 0:17:54.159
<v Speaker 1>they're actually doing isn't evaluating strategy so much as running

0:17:54.200 --> 0:18:00.119
<v Speaker 1>through every single possible option at that time. Give then

0:18:00.200 --> 0:18:03.760
<v Speaker 1>the board and the peace position. Yeah, like in encryption

0:18:03.880 --> 0:18:06.760
<v Speaker 1>or decryption, I should say, this is called brute force. Yeah,

0:18:06.840 --> 0:18:10.119
<v Speaker 1>you're essentially throwing everything you can at the system to

0:18:10.160 --> 0:18:13.439
<v Speaker 1>find out what works right. So that's that's really what

0:18:13.480 --> 0:18:15.919
<v Speaker 1>brute force is all about. So it might look at

0:18:15.960 --> 0:18:18.480
<v Speaker 1>the chess board and say, okay, if I move my

0:18:18.600 --> 0:18:22.240
<v Speaker 1>queen here, what would be my opponent's best next move

0:18:22.880 --> 0:18:25.800
<v Speaker 1>or what would be all of his or her possible

0:18:25.840 --> 0:18:28.560
<v Speaker 1>next ye yeah, yeah. So let's say let's say that

0:18:28.680 --> 0:18:32.320
<v Speaker 1>you say, all right, let's move my queen. Uh up,

0:18:32.720 --> 0:18:35.560
<v Speaker 1>you know, one square we're moving it, moving the queen

0:18:35.560 --> 0:18:38.679
<v Speaker 1>forward one square. What are all the possible responses to

0:18:38.720 --> 0:18:41.240
<v Speaker 1>that move? And then what are my responses to those?

0:18:41.640 --> 0:18:43.880
<v Speaker 1>And then after figuring all that out, all right, well,

0:18:43.880 --> 0:18:46.080
<v Speaker 1>what if we move the queen two squares? What are

0:18:46.160 --> 0:18:49.120
<v Speaker 1>all the possible responses and what are my And that's

0:18:49.119 --> 0:18:51.880
<v Speaker 1>for every single piece that's in a position that can

0:18:51.920 --> 0:18:55.480
<v Speaker 1>be moved. And remember chess has certain rules that also

0:18:55.640 --> 0:18:59.600
<v Speaker 1>complicate things like there's the rule about castling. Castling adds

0:18:59.640 --> 0:19:03.720
<v Speaker 1>another variable to that sort of stuff. There's also timing.

0:19:03.880 --> 0:19:07.479
<v Speaker 1>I mean, you can't have the computer takes seventeen hours

0:19:07.520 --> 0:19:10.359
<v Speaker 1>to decide what moved moved to make yea. So now

0:19:10.480 --> 0:19:13.879
<v Speaker 1>those roote force with computers that are sufficiently they're sufficiently fast,

0:19:14.400 --> 0:19:17.960
<v Speaker 1>they can make these decisions relatively quickly. If we humans

0:19:17.960 --> 0:19:20.680
<v Speaker 1>played like this, a chess game would last year entire life.

0:19:21.160 --> 0:19:23.080
<v Speaker 1>You would never finish the game because you would be

0:19:23.400 --> 0:19:27.600
<v Speaker 1>constantly evaluating all these potential moves before finally settling settling

0:19:27.600 --> 0:19:30.919
<v Speaker 1>on the one that's waited to be the strongest. But

0:19:31.040 --> 0:19:35.440
<v Speaker 1>that's essentially what chess games and other computer games are doing.

0:19:35.480 --> 0:19:39.159
<v Speaker 1>They are looking at all the different possibilities and picking

0:19:39.160 --> 0:19:42.080
<v Speaker 1>the one that's the most advantageous or at least advantageous

0:19:42.080 --> 0:19:44.920
<v Speaker 1>to a certain degree. Because if you set your difficulty,

0:19:45.280 --> 0:19:47.360
<v Speaker 1>because a lot of chess programs allow you to set

0:19:47.400 --> 0:19:49.919
<v Speaker 1>the difficulty of the thing, what they'll do is they'll say,

0:19:49.960 --> 0:19:53.520
<v Speaker 1>all right, well, we'll just look for x amount of

0:19:53.560 --> 0:19:56.840
<v Speaker 1>time and use the best one out of all of that,

0:19:56.960 --> 0:20:00.399
<v Speaker 1>rather than evaluate the entire board and all the pieces. Yeah,

0:20:00.440 --> 0:20:04.440
<v Speaker 1>and so in this case, the strength of the program

0:20:04.440 --> 0:20:09.120
<v Speaker 1>would probably be based on something like how many moves

0:20:09.160 --> 0:20:13.439
<v Speaker 1>in advance can it look right? And and how quickly

0:20:13.520 --> 0:20:16.679
<v Speaker 1>can it execute that, because if it can't execute it

0:20:16.720 --> 0:20:19.080
<v Speaker 1>within enough time, it may have to, you know, cut

0:20:19.119 --> 0:20:22.720
<v Speaker 1>back on that. Um So, one thing I thought was

0:20:22.760 --> 0:20:27.000
<v Speaker 1>really interesting is that there's a new approach to creating

0:20:27.080 --> 0:20:30.000
<v Speaker 1>a chess playing computer that does not rely on brute

0:20:30.040 --> 0:20:33.520
<v Speaker 1>force and It comes from Matthew Lay of the Imperial

0:20:33.560 --> 0:20:37.160
<v Speaker 1>College of London, and what he did was he developed

0:20:37.480 --> 0:20:40.480
<v Speaker 1>a learning algorithm and a neural network, which we've talked

0:20:40.480 --> 0:20:43.040
<v Speaker 1>about so much on this show, right, neural networks and

0:20:43.080 --> 0:20:45.720
<v Speaker 1>learning algorithms to teach a computer rather than to program

0:20:45.720 --> 0:20:49.680
<v Speaker 1>a computer. So he taught a computer chess. He uh.

0:20:49.840 --> 0:20:54.080
<v Speaker 1>He created a computer program called it Giraffe and started

0:20:54.119 --> 0:20:56.800
<v Speaker 1>to teach it how to play chess. Before he even

0:20:56.920 --> 0:21:01.200
<v Speaker 1>got started teaching at chess, he tested it against a

0:21:01.200 --> 0:21:05.040
<v Speaker 1>a standardized system that is used to evaluate how well

0:21:05.119 --> 0:21:08.920
<v Speaker 1>a computer program does in chess, as a top score

0:21:09.000 --> 0:21:12.720
<v Speaker 1>fifteen thousand, so before we had even schooled it, where

0:21:12.720 --> 0:21:14.359
<v Speaker 1>it knew the it knew the less. It knew the

0:21:14.440 --> 0:21:17.920
<v Speaker 1>rules of chess, but didn't hadn't really learned the value

0:21:17.960 --> 0:21:22.480
<v Speaker 1>of various gambits. It scored six thousand, which is not bad.

0:21:23.520 --> 0:21:25.800
<v Speaker 1>After he schooled it, and by that I mean he

0:21:25.880 --> 0:21:30.560
<v Speaker 1>fed on five million different chess positions into the database,

0:21:30.880 --> 0:21:33.880
<v Speaker 1>because you need huge data sets for learning algorithms to work.

0:21:34.640 --> 0:21:38.320
<v Speaker 1>Then he set Giraffe against itself. It played itself in

0:21:38.359 --> 0:21:41.240
<v Speaker 1>a series of games to start learning which positions were

0:21:41.280 --> 0:21:44.080
<v Speaker 1>the most valuable, which one's made you vulnerable, which one's

0:21:44.119 --> 0:21:47.879
<v Speaker 1>led to victory or defeat. He then tested it again

0:21:47.960 --> 0:21:52.200
<v Speaker 1>and this time it scored uh, like nine thousand, seven hundred,

0:21:52.480 --> 0:21:55.399
<v Speaker 1>so much higher. Yeah, yeah, And that still means that

0:21:55.480 --> 0:21:58.920
<v Speaker 1>it's not perfect, right, but it's it's at a level

0:21:59.040 --> 0:22:03.119
<v Speaker 1>that is consider stint with an international master of chess.

0:22:03.160 --> 0:22:05.560
<v Speaker 1>So this is a computer program that learned chess, and

0:22:05.600 --> 0:22:09.760
<v Speaker 1>it looks at the entire board and the piece positions

0:22:09.840 --> 0:22:12.880
<v Speaker 1>on the board and then evaluates that based upon their

0:22:12.880 --> 0:22:15.560
<v Speaker 1>attacks and defense capabilities. So it's kind of the way

0:22:15.600 --> 0:22:18.879
<v Speaker 1>we play chess. Yeah, exactly. I think statistically speaking, it

0:22:18.920 --> 0:22:22.040
<v Speaker 1>only picks the quote unquote best move about half of

0:22:22.040 --> 0:22:23.960
<v Speaker 1>the time. Yeah, a little less than half, like forty

0:22:24.040 --> 0:22:26.359
<v Speaker 1>six percent of the time it picks the the quote

0:22:26.440 --> 0:22:28.680
<v Speaker 1>unquote best move, but the best move is it tends

0:22:28.720 --> 0:22:31.879
<v Speaker 1>to be in the top three choices around seventy percent

0:22:31.920 --> 0:22:34.399
<v Speaker 1>of the time. And that's pretty good when you consider

0:22:34.480 --> 0:22:37.280
<v Speaker 1>it's not doing brute force, it's not planning all of

0:22:37.280 --> 0:22:42.199
<v Speaker 1>these out. It's it's essentially taking a look and then intuitively,

0:22:43.040 --> 0:22:44.880
<v Speaker 1>which is a weird thing to say, but that's as

0:22:44.920 --> 0:22:47.639
<v Speaker 1>close as I can get feeling out which one is

0:22:47.680 --> 0:22:50.920
<v Speaker 1>the best approach, So about half the time it gets

0:22:51.000 --> 0:22:54.080
<v Speaker 1>the absolute best choice, and seventy percent of the time

0:22:54.400 --> 0:22:57.199
<v Speaker 1>the best choice is within its top three options. But

0:22:57.320 --> 0:23:00.159
<v Speaker 1>this doesn't mean that you cannot beat the pants right

0:23:00.200 --> 0:23:02.880
<v Speaker 1>off of a computer in some games. Yeah, you can

0:23:02.920 --> 0:23:05.520
<v Speaker 1>totally do that in some games. There are some games

0:23:05.520 --> 0:23:09.560
<v Speaker 1>that computers still cannot beat the best human players, And

0:23:09.600 --> 0:23:12.640
<v Speaker 1>then there are other games where computers are just horrible,

0:23:12.720 --> 0:23:15.480
<v Speaker 1>like they can't even beat average players. Yeah, if you're

0:23:15.640 --> 0:23:21.280
<v Speaker 1>really stronge, well, yeah, when you when you play a

0:23:21.320 --> 0:23:23.280
<v Speaker 1>game where the rules are made up on the fly,

0:23:23.520 --> 0:23:26.480
<v Speaker 1>it's very hard for computers. X k c D is

0:23:26.520 --> 0:23:30.159
<v Speaker 1>responsible for that particular example. Uh So go A is

0:23:30.160 --> 0:23:32.040
<v Speaker 1>a good example, like I was saying before, where you

0:23:32.080 --> 0:23:36.440
<v Speaker 1>have a board of like nineteen by nineteen positions that

0:23:36.520 --> 0:23:39.679
<v Speaker 1>you can start to play in. A really strong human

0:23:39.720 --> 0:23:42.960
<v Speaker 1>player can beat a computer in that case, because computers

0:23:43.000 --> 0:23:46.840
<v Speaker 1>just can't deal with all the variables. And uh, it's

0:23:46.840 --> 0:23:49.880
<v Speaker 1>still a challenge. I mean, it's still really hard, but

0:23:50.040 --> 0:23:54.200
<v Speaker 1>it's possible. Other games don't rely heavily on strategy, so

0:23:54.240 --> 0:23:56.640
<v Speaker 1>then the computers are at a loss because the one

0:23:56.680 --> 0:23:59.199
<v Speaker 1>thing they do really well may not play as an

0:23:59.240 --> 0:24:03.040
<v Speaker 1>important role in those games, and especially if you have

0:24:03.480 --> 0:24:07.800
<v Speaker 1>incorporated randomness into your gameplay in some respect, like whether

0:24:07.840 --> 0:24:11.679
<v Speaker 1>it's dice or shuffling up cards, that kind of stuff

0:24:12.000 --> 0:24:15.919
<v Speaker 1>where your position, however you wanted to fine, that is

0:24:16.000 --> 0:24:21.480
<v Speaker 1>not fully determined just by your strategy, but also by luck. Yeah. Yeah,

0:24:21.520 --> 0:24:24.639
<v Speaker 1>And lots of games involve a little bit of luck,

0:24:24.720 --> 0:24:28.399
<v Speaker 1>like a poker or scrabble. Yeah, poker is a is

0:24:28.440 --> 0:24:32.399
<v Speaker 1>a very interesting example to me because you could argue

0:24:32.400 --> 0:24:36.320
<v Speaker 1>about that there are different levels of skill involved in poker.

0:24:36.320 --> 0:24:38.359
<v Speaker 1>I mean, there are a lot of it is just luck,

0:24:38.480 --> 0:24:41.800
<v Speaker 1>it's the cards you're drawing, but skill, the the effect

0:24:41.800 --> 0:24:46.000
<v Speaker 1>of skill on poker emerges over the course of playing

0:24:46.119 --> 0:24:49.840
<v Speaker 1>many hands. There there are three things I would argue

0:24:50.280 --> 0:24:54.399
<v Speaker 1>that go into determining whether or not you're going to

0:24:54.480 --> 0:24:58.200
<v Speaker 1>be successful at any given poker game where you're not

0:24:58.200 --> 0:25:01.760
<v Speaker 1>not a hand but a game ease of hands. One

0:25:02.240 --> 0:25:05.600
<v Speaker 1>is luck the cards that you draw. That's going to

0:25:05.640 --> 0:25:08.240
<v Speaker 1>be part of it too. And keep in mind that

0:25:08.400 --> 0:25:10.560
<v Speaker 1>you know, bluffing is still a strategy in poker. If

0:25:10.600 --> 0:25:12.640
<v Speaker 1>you're effective at bluffing, you may be able to win

0:25:12.720 --> 0:25:16.800
<v Speaker 1>even with lousy cards. Two is an understanding of the

0:25:16.840 --> 0:25:20.359
<v Speaker 1>statistical probability of what other people are holding in their hands.

0:25:20.720 --> 0:25:23.159
<v Speaker 1>So knowing what you should bet and how you should

0:25:23.160 --> 0:25:26.080
<v Speaker 1>play based on the cards you have and the probability

0:25:26.080 --> 0:25:28.640
<v Speaker 1>of receiving other cards. So if it's texas hold them

0:25:28.640 --> 0:25:30.440
<v Speaker 1>and you're looking at the flop, which are the first

0:25:30.440 --> 0:25:33.359
<v Speaker 1>three cards that are laid down face up, and you have,

0:25:33.720 --> 0:25:35.800
<v Speaker 1>you're looking at the cards in your hand. You can

0:25:35.840 --> 0:25:38.520
<v Speaker 1>then start to think, well, those cards are now eliminated

0:25:38.760 --> 0:25:41.320
<v Speaker 1>from my opponent's hands. There's no way they can hold

0:25:41.320 --> 0:25:45.320
<v Speaker 1>those cards because I know what they are, I see them.

0:25:45.440 --> 0:25:48.159
<v Speaker 1>What are the combinations that could beat the cards I

0:25:48.280 --> 0:25:50.400
<v Speaker 1>have combined with the flop. That's the sort of stuff

0:25:50.400 --> 0:25:52.320
<v Speaker 1>you have to start thinking about, what are the odds

0:25:52.359 --> 0:25:54.879
<v Speaker 1>that someone at this table can beat the hand that

0:25:55.000 --> 0:25:58.760
<v Speaker 1>I have. Then there's the third part that computers really

0:25:58.840 --> 0:26:02.520
<v Speaker 1>can't handle, just getting a read on the playing style

0:26:02.680 --> 0:26:06.120
<v Speaker 1>of your opponents, knowing which ones are aggressive, which ones

0:26:06.160 --> 0:26:09.840
<v Speaker 1>are timid, which ones might be playing on tilt. While

0:26:09.920 --> 0:26:14.800
<v Speaker 1>it's especially difficult because humans are good at playing against expectations,

0:26:14.920 --> 0:26:17.760
<v Speaker 1>or good humans are, I mean, so a computer can

0:26:17.880 --> 0:26:21.199
<v Speaker 1>look at the what you've done in previous hands and

0:26:21.320 --> 0:26:24.399
<v Speaker 1>say well, okay, this player tends to be raising the

0:26:24.440 --> 0:26:27.600
<v Speaker 1>bed every time, and so I think that this player

0:26:27.680 --> 0:26:31.040
<v Speaker 1>is probably bluffing sometimes. Like you could design a program

0:26:31.040 --> 0:26:33.880
<v Speaker 1>that wouldn't make that analysis, but it's hard to design

0:26:33.960 --> 0:26:38.439
<v Speaker 1>a program that understands that that other player is trying

0:26:38.480 --> 0:26:41.119
<v Speaker 1>to get you to think that that's how he or

0:26:41.160 --> 0:26:44.159
<v Speaker 1>she plays, so he or she can then surprise you

0:26:44.240 --> 0:26:47.280
<v Speaker 1>when you're vulnerable the good old check raise or something

0:26:47.280 --> 0:26:50.560
<v Speaker 1>along those things lines. I remember seeing poker games where

0:26:51.160 --> 0:26:55.919
<v Speaker 1>really really strong poker players, could you know what they

0:26:55.960 --> 0:26:58.800
<v Speaker 1>would start talking during the tournament, and like as they're

0:26:58.800 --> 0:27:01.280
<v Speaker 1>looking at their opponent with and they're deciding what to do,

0:27:02.080 --> 0:27:04.800
<v Speaker 1>and they even figure out what cards the person's holding,

0:27:05.600 --> 0:27:08.720
<v Speaker 1>like at least one of them, uh, one of them

0:27:08.720 --> 0:27:12.000
<v Speaker 1>in particular, I remember him saying, like, you gotta I

0:27:12.000 --> 0:27:14.080
<v Speaker 1>guess you've got to have a queen. And I look

0:27:14.080 --> 0:27:16.720
<v Speaker 1>at the cards that have been shown, including the ones

0:27:16.800 --> 0:27:20.199
<v Speaker 1>that you know held by the other players, that I

0:27:20.280 --> 0:27:22.440
<v Speaker 1>know what those cards are, but he doesn't. He hasn't

0:27:22.480 --> 0:27:25.080
<v Speaker 1>seen them because he's not watching the camera where it

0:27:25.200 --> 0:27:28.000
<v Speaker 1>reveals where all the cards are. And it was amazing

0:27:28.040 --> 0:27:30.000
<v Speaker 1>to me because the guy held a queen and it

0:27:30.040 --> 0:27:33.080
<v Speaker 1>was phenomenal that he was able to use deductive reasoning

0:27:33.119 --> 0:27:35.880
<v Speaker 1>based upon the guy's behavior and the cards that were

0:27:35.880 --> 0:27:39.080
<v Speaker 1>already out and the ones that he held in his hand,

0:27:39.440 --> 0:27:42.840
<v Speaker 1>and was able to be that accurate. Now, computers could cheat,

0:27:43.560 --> 0:27:45.960
<v Speaker 1>they could know that if it was built into the program.

0:27:46.160 --> 0:27:48.240
<v Speaker 1>But I gotta tell you, I've played a lot of

0:27:48.400 --> 0:27:51.560
<v Speaker 1>games that are that put you against a computer opponent

0:27:51.600 --> 0:27:56.760
<v Speaker 1>in poker. They're lousy, they're not consistent, they don't they

0:27:56.760 --> 0:27:59.560
<v Speaker 1>don't behave with any logic. I mean, if you're playing

0:27:59.600 --> 0:28:02.160
<v Speaker 1>Texas hold Them and you're playing one of those poker games,

0:28:02.480 --> 0:28:04.920
<v Speaker 1>half the time they're going for they're going to see

0:28:04.920 --> 0:28:09.360
<v Speaker 1>the entire hand, like the flop and the turn the river.

0:28:09.520 --> 0:28:12.040
<v Speaker 1>They want to see the whole thing. And they might

0:28:12.080 --> 0:28:15.160
<v Speaker 1>have like a two seven, and you're thinking, no human

0:28:16.000 --> 0:28:19.080
<v Speaker 1>apart from a couple of crazy people, would ever stay

0:28:19.119 --> 0:28:22.240
<v Speaker 1>in this hand that long. They would have folded immediately.

0:28:22.960 --> 0:28:26.399
<v Speaker 1>But computer, if you yeah, if you haven't programmed in

0:28:26.480 --> 0:28:29.239
<v Speaker 1>the concept of of personal stakes in a game, then

0:28:29.240 --> 0:28:32.040
<v Speaker 1>a computer is going to behave radically. It also doesn't

0:28:32.040 --> 0:28:34.560
<v Speaker 1>help that in most computer games, you're obviously playing with

0:28:34.680 --> 0:28:38.280
<v Speaker 1>fake money, so there's no there's no consequence to losing,

0:28:38.640 --> 0:28:42.240
<v Speaker 1>and probably it's not like in Reboot where the computer

0:28:42.320 --> 0:28:44.720
<v Speaker 1>losing is going to destroy part of its little interior

0:28:44.760 --> 0:28:49.440
<v Speaker 1>computer town. Probably not. Another game that includes both random

0:28:49.680 --> 0:28:54.040
<v Speaker 1>chance and strategy would be something like Yachtzi. Pretty simple game, right,

0:28:54.040 --> 0:28:56.040
<v Speaker 1>But when you make a role, then you have to

0:28:56.080 --> 0:28:59.600
<v Speaker 1>decide what category does that role go into on your sheet?

0:28:59.800 --> 0:29:02.800
<v Speaker 1>And every time you put down a category that one is,

0:29:02.880 --> 0:29:05.680
<v Speaker 1>it's then inaccessible to you for the rest of that

0:29:05.840 --> 0:29:08.960
<v Speaker 1>round of the game. Right, So if I roll three fives,

0:29:09.000 --> 0:29:10.400
<v Speaker 1>I could say, all right, well I want this to

0:29:10.400 --> 0:29:12.240
<v Speaker 1>go on my fives category, or I might say, no,

0:29:12.280 --> 0:29:13.400
<v Speaker 1>I want this to go in my three of a

0:29:13.520 --> 0:29:16.840
<v Speaker 1>kind category. Um, so there's a bit of strategy as

0:29:16.880 --> 0:29:18.840
<v Speaker 1>well as the random chance. You don't know what your

0:29:18.880 --> 0:29:21.040
<v Speaker 1>next role is going to be. Another one I would

0:29:21.040 --> 0:29:24.360
<v Speaker 1>think of is Risk, Like there's some amount of strategy,

0:29:24.480 --> 0:29:27.560
<v Speaker 1>but there's also a large degree of luck based on

0:29:27.640 --> 0:29:30.920
<v Speaker 1>dice rolls. Yeah, here's the way I know how how

0:29:30.960 --> 0:29:33.480
<v Speaker 1>the game is gonna go. For Risk, if you ask

0:29:33.560 --> 0:29:36.880
<v Speaker 1>me to play, I've already lost. Uh yeah, I would say.

0:29:36.920 --> 0:29:39.240
<v Speaker 1>A way of predicting the end of Risk is did

0:29:39.280 --> 0:29:42.320
<v Speaker 1>you start playing it will end with people quitting and

0:29:42.480 --> 0:29:45.440
<v Speaker 1>rage slipping the table and hating you forever. I just go,

0:29:45.560 --> 0:29:48.360
<v Speaker 1>I just go straight to the hate because I I've

0:29:48.400 --> 0:29:50.560
<v Speaker 1>only ever played it once and it was one of

0:29:50.560 --> 0:29:53.440
<v Speaker 1>those things where because of the way the game went,

0:29:53.800 --> 0:29:55.960
<v Speaker 1>I was eliminated before I even had a chance to

0:29:56.040 --> 0:29:59.600
<v Speaker 1>do anything. Oh yeah, yeah, things like like Monopoly and

0:29:59.640 --> 0:30:02.720
<v Speaker 1>Settle of Catan are other examples of games that are

0:30:02.720 --> 0:30:07.280
<v Speaker 1>partial strategy and partial random chance uh largely table flipping.

0:30:07.960 --> 0:30:11.440
<v Speaker 1>There are, of course, other games that involve absolutely no strategy,

0:30:11.560 --> 0:30:14.120
<v Speaker 1>like Shoots and Ladders or Snakes and Ladders or the

0:30:14.160 --> 0:30:16.960
<v Speaker 1>aforementioned candy Land. Yeah. These are games that are more

0:30:17.040 --> 0:30:20.400
<v Speaker 1>like distractions than anything else. It's it's you know, you

0:30:20.680 --> 0:30:22.640
<v Speaker 1>can kind of get the feeling of hey, I won

0:30:22.840 --> 0:30:24.920
<v Speaker 1>or darn I lost, but then eventually you get to

0:30:24.920 --> 0:30:28.320
<v Speaker 1>the point where you're like, no, I roll dice and

0:30:28.360 --> 0:30:32.560
<v Speaker 1>that's what determined everything wicked. We move one space at

0:30:32.600 --> 0:30:37.080
<v Speaker 1>a time, a citizens quote, isn't it all right? And

0:30:37.120 --> 0:30:41.320
<v Speaker 1>then there are games that rely heavily on intuition and interpretation.

0:30:41.400 --> 0:30:44.479
<v Speaker 1>These are games that are not designed with like cards

0:30:44.640 --> 0:30:47.880
<v Speaker 1>or dice. Necessarily, they can incorporate those, but I'm thinking

0:30:47.880 --> 0:30:52.480
<v Speaker 1>of stuff like pictionary. Yeah, see, that's great. You can

0:30:52.560 --> 0:30:54.920
<v Speaker 1>have definite skill at this game. You can get good

0:30:54.920 --> 0:30:57.600
<v Speaker 1>at it. But I'm sure computers are just awful. Well yeah,

0:30:57.640 --> 0:31:01.520
<v Speaker 1>because I mean you can you can create abstract representations

0:31:01.560 --> 0:31:04.640
<v Speaker 1>of things in these games which humans can understand because

0:31:04.680 --> 0:31:09.720
<v Speaker 1>we can have these weird associative things in our brains that, oh,

0:31:09.760 --> 0:31:11.840
<v Speaker 1>because you're acting that way, I happen to know that

0:31:11.840 --> 0:31:14.720
<v Speaker 1>the thing you're acting out is pulp fiction, you know,

0:31:14.800 --> 0:31:18.000
<v Speaker 1>which could could be whether it's, you know, mimicking something

0:31:18.000 --> 0:31:19.840
<v Speaker 1>that's going on in the movie and that's how I

0:31:19.920 --> 0:31:22.840
<v Speaker 1>know it, or it's because you've acted out the individual words.

0:31:22.880 --> 0:31:25.360
<v Speaker 1>However that might be Wait a second, I take that back,

0:31:25.800 --> 0:31:29.680
<v Speaker 1>because actually I think a computer could probably destroy people

0:31:29.760 --> 0:31:34.560
<v Speaker 1>at pictionary by just Google image searching the term and

0:31:34.600 --> 0:31:37.640
<v Speaker 1>then drawing pictures of the results that come up. A

0:31:37.640 --> 0:31:39.960
<v Speaker 1>computer is probably better at drawing than I am. I'm

0:31:40.000 --> 0:31:42.320
<v Speaker 1>pretty crap at drawing. It would be good at drawing,

0:31:42.640 --> 0:31:45.680
<v Speaker 1>It would not necessarily be good at guessing, because it

0:31:45.720 --> 0:31:48.960
<v Speaker 1>would then have to look at the abstract nature of

0:31:49.080 --> 0:31:52.120
<v Speaker 1>things that we draw and then figure out what concrete

0:31:52.160 --> 0:31:55.400
<v Speaker 1>concept is linked to that. Although I'm wondering right now

0:31:55.440 --> 0:31:58.680
<v Speaker 1>if something like like shrade, well not shrades, probably because

0:31:58.680 --> 0:32:02.840
<v Speaker 1>that would involve full my robot, really lame party. But

0:32:02.880 --> 0:32:06.760
<v Speaker 1>it's something like like Google Deep Dream could be successful

0:32:07.040 --> 0:32:10.040
<v Speaker 1>at pictionary by kind of reverse engineering, I don't know.

0:32:10.120 --> 0:32:14.720
<v Speaker 1>And well, we're seeing some more sophisticated image recognition software

0:32:14.760 --> 0:32:17.440
<v Speaker 1>out there where it looks like we could get to

0:32:17.440 --> 0:32:20.080
<v Speaker 1>a point where computers could at least make a guess

0:32:20.400 --> 0:32:25.200
<v Speaker 1>based upon uh, certain drawings. And there's certain certain shapes

0:32:25.240 --> 0:32:28.440
<v Speaker 1>that seem to be more or less universal when you

0:32:28.480 --> 0:32:30.959
<v Speaker 1>want to draw something, so like a cat, you know,

0:32:31.000 --> 0:32:34.200
<v Speaker 1>you see, besides those who are actually really good at drawing,

0:32:34.360 --> 0:32:37.800
<v Speaker 1>for those of us like me who struggle with keeping

0:32:37.800 --> 0:32:40.080
<v Speaker 1>within the lines in a coloring book, it's going to

0:32:40.120 --> 0:32:42.120
<v Speaker 1>be a circle and a couple of triangles for years.

0:32:42.200 --> 0:32:44.680
<v Speaker 1>You know, you know that, oh that's a cat. Um.

0:32:45.120 --> 0:32:47.400
<v Speaker 1>There's certain things I think that are almost universal in

0:32:47.440 --> 0:32:50.280
<v Speaker 1>that respect, and computers could easily start to recognize those

0:32:50.320 --> 0:32:53.840
<v Speaker 1>as well. So the big difference obviously is the role

0:32:53.920 --> 0:32:57.600
<v Speaker 1>that rules play and that strategy works within those rules.

0:32:57.960 --> 0:33:01.200
<v Speaker 1>If you have very well defined rules and you have

0:33:01.240 --> 0:33:03.760
<v Speaker 1>a lot of restrictions on what can actually happen within

0:33:03.840 --> 0:33:06.680
<v Speaker 1>the game, and there's not a lot of variability there.

0:33:07.080 --> 0:33:09.800
<v Speaker 1>Those are games that are easier to solve and also

0:33:09.880 --> 0:33:14.840
<v Speaker 1>easier for computers to totally dominate. Um, the more you

0:33:14.880 --> 0:33:21.000
<v Speaker 1>get into variable rules or different styles of play, different

0:33:21.560 --> 0:33:25.680
<v Speaker 1>options that you could have during the course of the game. Intelligence,

0:33:26.000 --> 0:33:29.280
<v Speaker 1>that's a big one. Humans will do better at those two. Yeah,

0:33:29.400 --> 0:33:32.920
<v Speaker 1>And this is partially described the former part more so

0:33:33.040 --> 0:33:37.280
<v Speaker 1>by the game theory concept of convergence versus divergence, which

0:33:37.320 --> 0:33:40.760
<v Speaker 1>says that games that are more solvable tend to converge

0:33:40.920 --> 0:33:43.960
<v Speaker 1>their pieces and possible moves towards the end of the game.

0:33:44.520 --> 0:33:47.400
<v Speaker 1>In other words, there are fewer ways to win the

0:33:47.440 --> 0:33:50.120
<v Speaker 1>further along in the game that you get. Less solvable

0:33:50.160 --> 0:33:53.040
<v Speaker 1>games have more pieces in play and and more possible

0:33:53.080 --> 0:33:55.680
<v Speaker 1>moves towards the end, thus making it harder, even with

0:33:55.720 --> 0:33:58.280
<v Speaker 1>a very powerful computer, to to list all of the

0:33:58.280 --> 0:34:00.920
<v Speaker 1>potential piece positions and moves that can lead to a

0:34:01.080 --> 0:34:06.200
<v Speaker 1>winning board layout. So yeah, it's it's what do you

0:34:06.200 --> 0:34:08.080
<v Speaker 1>guys think? Do you guys think we're going to eventually

0:34:08.080 --> 0:34:11.279
<v Speaker 1>be in a future where no matter what the game is,

0:34:12.080 --> 0:34:16.120
<v Speaker 1>apart from you know, kill the computer, the computer is

0:34:16.120 --> 0:34:19.279
<v Speaker 1>always going to win. Uh yeah, I think for for

0:34:19.440 --> 0:34:24.640
<v Speaker 1>essentially all math based or strictly logic based games that

0:34:24.640 --> 0:34:27.880
<v Speaker 1>that involved what would you call them, you know, numerical

0:34:28.000 --> 0:34:32.160
<v Speaker 1>quantities or something as the ways of scoring and measuring advantage,

0:34:32.719 --> 0:34:35.640
<v Speaker 1>computers are going to dominate. Even even in the ones

0:34:35.719 --> 0:34:38.040
<v Speaker 1>where they're not winning now, they will soon be able

0:34:38.080 --> 0:34:41.120
<v Speaker 1>to defeat all human experts because it's really just just

0:34:41.160 --> 0:34:44.040
<v Speaker 1>a matter of of programming and processing power. Sure well,

0:34:44.080 --> 0:34:47.160
<v Speaker 1>I mean I if it comes down to ultimately there

0:34:47.280 --> 0:34:49.719
<v Speaker 1>is a best way to do this, computers have the

0:34:49.760 --> 0:34:52.439
<v Speaker 1>advantage and that they can evaluate all the other ways. Now,

0:34:52.600 --> 0:34:54.839
<v Speaker 1>the ones I don't know about are the ones like,

0:34:55.320 --> 0:34:58.879
<v Speaker 1>uh like the games that have social intelligence aspects which

0:34:58.920 --> 0:35:02.319
<v Speaker 1>I mentioned, like bluffing in poker, and obviously the randomness

0:35:02.480 --> 0:35:05.960
<v Speaker 1>of it also plays a factor in that there can

0:35:06.000 --> 0:35:09.400
<v Speaker 1>be quote unquote luck where the computer could end up

0:35:09.400 --> 0:35:12.200
<v Speaker 1>with the worst rolls, the worst cards, whatever it may be,

0:35:12.760 --> 0:35:16.799
<v Speaker 1>and that is enough to offset its strategic dominance of

0:35:16.800 --> 0:35:19.120
<v Speaker 1>the game. Although I do wonder that that even with

0:35:19.120 --> 0:35:21.799
<v Speaker 1>with poor luck, because because you can you can have

0:35:21.880 --> 0:35:25.200
<v Speaker 1>a poor hand and still when it poker. I wonder

0:35:25.280 --> 0:35:29.240
<v Speaker 1>if especially with with digital imaging and recognition. A computer

0:35:29.320 --> 0:35:33.480
<v Speaker 1>could be taught to to identify and exploit a person's

0:35:33.560 --> 0:35:36.600
<v Speaker 1>tells well, especially better than a human if you could

0:35:36.680 --> 0:35:39.560
<v Speaker 1>use a an algorithm similar to the one we talked

0:35:39.560 --> 0:35:41.799
<v Speaker 1>about with the sound, where it can actually detect your

0:35:41.800 --> 0:35:45.480
<v Speaker 1>heartbeat through your neck. It's looking it's looking at your

0:35:45.480 --> 0:35:48.040
<v Speaker 1>pulse through your neck and can tell what it increases,

0:35:48.080 --> 0:35:51.960
<v Speaker 1>and thus can map that to how excited you are

0:35:52.040 --> 0:35:54.439
<v Speaker 1>about the hand or how much dread you're feeling about

0:35:54.440 --> 0:35:57.040
<v Speaker 1>the hand you have. Yeah, you're talking about some some

0:35:57.320 --> 0:35:59.240
<v Speaker 1>I mean that's a that's a computer that can really

0:35:59.280 --> 0:36:03.160
<v Speaker 1>read in a pope that I'm only kind of joking. Yeah, yeah, no,

0:36:03.200 --> 0:36:07.320
<v Speaker 1>I mean that. And like my nude eye dilation temperature changes,

0:36:08.200 --> 0:36:11.960
<v Speaker 1>look at it in the in the infrared spectrum laser infrared,

0:36:12.160 --> 0:36:16.919
<v Speaker 1>uh voice changes. Sure, yeah, wow, we were I don't

0:36:16.960 --> 0:36:20.200
<v Speaker 1>think computers will ever be better than humans at the

0:36:20.200 --> 0:36:26.560
<v Speaker 1>most dangerous game hunting humans. I stand to disagree, but

0:36:29.640 --> 0:36:34.200
<v Speaker 1>that's a whole documentary series about that. Uh yeah, it's um.

0:36:34.239 --> 0:36:36.520
<v Speaker 1>You know, I think there are certain games that are

0:36:36.560 --> 0:36:40.839
<v Speaker 1>are inherently human that that I think computers will The

0:36:40.840 --> 0:36:43.360
<v Speaker 1>only time computers will really start winning is when humans

0:36:43.360 --> 0:36:46.520
<v Speaker 1>and computers. There's no longer a distinction between the two,

0:36:46.760 --> 0:36:49.480
<v Speaker 1>where the two have merged at some point and become

0:36:49.600 --> 0:36:53.600
<v Speaker 1>one unified thing. And who knows, we might be playing

0:36:53.600 --> 0:36:56.920
<v Speaker 1>totally different games at that point. But yeah, this was

0:36:56.960 --> 0:36:59.359
<v Speaker 1>a fun thing to think about, just like, what are

0:36:59.400 --> 0:37:01.480
<v Speaker 1>the games of the future going to be like, not

0:37:01.600 --> 0:37:04.000
<v Speaker 1>just you know, in the video game sphere, but just

0:37:04.080 --> 0:37:07.680
<v Speaker 1>games in general. What is play in the future? And um,

0:37:08.280 --> 0:37:11.560
<v Speaker 1>I'm sure we're going to see a lot more examples

0:37:11.719 --> 0:37:14.880
<v Speaker 1>of people still wanting to test their skills, both against

0:37:14.960 --> 0:37:18.480
<v Speaker 1>human and computer opponents. Um, it could be fun, it

0:37:18.480 --> 0:37:20.880
<v Speaker 1>could be really frustrating if you're like me and have

0:37:21.120 --> 0:37:26.000
<v Speaker 1>an incredible competitive streak paired with an almost comedic inability

0:37:26.040 --> 0:37:29.160
<v Speaker 1>to win a game. Um, and as long as I

0:37:29.200 --> 0:37:31.160
<v Speaker 1>can beat a computer at Betrayal at the House in

0:37:31.200 --> 0:37:35.920
<v Speaker 1>the Hill, I'm happy. So let's just keep that street going, folks.

0:37:36.040 --> 0:37:38.879
<v Speaker 1>That's all I'm saying. All right, guys, if you have

0:37:38.960 --> 0:37:42.719
<v Speaker 1>any suggestions for future episodes of forward Thinking, I recommend

0:37:42.920 --> 0:37:45.560
<v Speaker 1>you write them in and let us know the email

0:37:45.560 --> 0:37:48.960
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0:37:49.000 --> 0:37:51.720
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0:37:55.080 --> 0:37:58.799
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0:37:59.000 --> 0:38:01.960
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0:38:02.000 --> 0:38:04.160
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0:38:04.160 --> 0:38:12.360
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0:38:12.400 --> 0:38:26.320
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