Can a human and a computer be better at chess than a computer alone?
If you prefer a simpler, less open version of the question: Could a grandmaster have trained with Deep Blue to regularly beat Deep Blue playing on its own?
The sci-fi version of the question is: Would cyborgs ever enjoy playing chess, or would it simply be a matter of whoever tosses the most hardware at the game?
Posted Oct 10, 2014, 2:03 AM UTC
You might be interested in reading about Advanced Chess, aka computer assisted chess, where each player has access to the same chess engine. Tournament play exists, so I'd bet that better players exist and win more consistently than others.
Thanks for that, I hadn't heard of it. The wiki page is a good start (http://en.wikipedia.org/wiki/Advanced_Chess). That lead me down the trail to the apparent answer (or at least the soon to be answer):
No. The human only gets in the way.
My impression is that with advanced chess, standard chess engines are used. Since those engines were not really built with the task of collaborating with a human in mind, they aren't terribly well suited to that task.
I wonder whether a better variant of a chess engine could be built which could interactively accept advice from a human by posing questions to the person, which are more suited to the human's skills. For instance, there are some forms of position that a skilled human chess player can see the outcome of pretty easily, which a computer has to search to some depth to properly evaluate (The Horizon Effect). If the computer had some way of relaying to the human part of the team that it had run into such a position which it pruned, in a way that the human could respond with advice that the computer should look deeper, the strengths of both human and computer could be better used. Unfortunately recognizing such situations and being able to solve them without help seems to be the same thing. Perhaps if the human had a way of telling the computer that when it is searching a particular part of the search space, it should check in with the human when it encounters positions with certain characteristics before pruning them. Perhaps we'd need to create a new, very expressive language for conveying such thoughts to the computer. This all seems to me like interesting and potentially useful work, and I sort of doubt that it has been tried to any great extent.
Understand that when I am talking about the engine asking the human for advice or feedback, I am not suggesting that it stop and wait for a response, I just mean that it makes a decision, continues, and if the human responds with advice to do something other than what it did, it is able to easily go back and say search deeper.
I think you'd run into two big problems:
1- Communication. Grandmasters evaluate lots of positions at a glance and intuitively select the best without barely even looking at others. Maybe the engine would need hundreds of advice to get a significant aid, which would be slow (no brain-machine interface yet :P).
2- Quantification. Even though the GM may know intuitively the strength of certain positions he may not be able to translate that intuition into an accurate quantity -- he can't say e.g. "this position is 2.3x as strong is this one"
Definitely they are big problems, and I'll bet that there are more than those two. But what a payoff if they could be solved, and what interesting problems! I'd be far more interested in research on them than trying to make a slightly faster 'traditional' chess engine.
I thought this wasn't really an issue with modern chess AI since they don't really do much depth searching - they mostly do pattern recognition and classification to predict outcomes based on the massive database of recorded human games.
That wasn't my understanding, though I could be wrong. The Wikipedia article on computer chess seems to agree that they work pretty much as I described above, sometimes (usually?) augmented by endgame tablebases. The latter isn't really pattern recognition but rather a straightforward lookup.
Do you have any citations of papers or articles that led you to this understanding? I'd be interested in reading about any such developments.
It needn't be true that a human always gets in the way. The highest rated chess engine as of right now, Stockfish, can evaluate some positions with closed pawn structures as a draw when an IM/GM can recognize them as advantageous or even winning, due to one side having a weakness that takes so much repositioning to undermine that it is outside the engine's search horizon. I'll admit these positions are very rare, and the human tends to simply recognize that the position may be winning, and then lets the engine play moves it considers good that also drift in the direction of the winning pawn break or sac on a weakened square until the weakness reaches the engine's search depth.
Granted, the usefulness of humans is hanging by a thread at this point.
Huh, interesting. I don't think that was case last time I went on a reading binge on this topic, though it's not that surprising.
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