Sunday, 2 November 2008

Richard Feynman - Understanding Nature - The Chess Analogy

A wonderful youtube video of Richard Feyman (Nobel Prize in Physics, 1965) describing our attempts to understand nature - using the analogy of chess ... youtube link.

Video Concept List:
Analogy, Bishop, Castling, Chess game, Colour, Complicated, Corner, Deeper understanding, Diagonal, Doesn't fit, Don't understand, Experience, Fundamental physics, Gimmick, Gods, Greater experience, Integrations, Investigate, Knows that's true, Laws, Learn, Most interesting, Nature, Observation, Particles, Pawn, Phenomenon, Physics, Revolution, Richard Feynman, Rules, Rules of chess, Simple, Strange phenomenon, Understand Nature, Unification

Posted by ALCHEssMIST - Alchemipedia alliance.

Chess Quote - Thomas Henry Huxley

“The chessboard is the world, the pieces are the phenomena of the Universe, the rules of the game are what we call the laws of Nature. The player on the other side is hidden from us.”

Thomas Henry Huxley (1825-1895) English biologist & educator.

Tags: Chess - Chessboard - Rules - Thomas Henry Huxley - Universe - World
Posted by ALCHEssMIST - Alchemipedia alliance.

Arimaa, the Game of Real Intelligence?


Deep strategy game with simple rules:

* Playable with a standard chess set.
* Difficult for computers.
* Easy to learn.
* Variable opening position
* 1 move = 4 steps
* Push move
* Pull move
* Capture
* Immobilization
* Goal

Hard for computers?

* On average there are over 17,000 possible moves compared to about 30 for chess; this significantly limits how deep computers can think, but does not seem to effect humans.
* Opening books are useless - starting position is not fixed.
* End game databases are not helpful - game can end with all pieces still on the board.
* Research papers on Arimaa suggest it is more of a strategic & positional game with less emphasis on tactics.

Sources of computer ineptitude when playing Arimaa:
* Large branching factor
* Multi-step moves
* Variable opening position
* Finals with many pieces left
* Positional (arimaa) vs Materialistic (chess) evaluation.

See Arimaa site
"The creation of Arimaa was inspired by the Deep Blue vs Garry Kasparov match in which the computer defeated the world chess champion. Arimaa was created to show that humans can still outplay computers using a chess set and provide the next challenge to the AI community."

Tags: Arimaa - Computer Chess - Deep Blue - Intelligence - Strategy
Posted by ALCHEssMIST - Alchemipedia alliance.

How many moves can you see ahead? (Capablanca)

Reporter: "How many moves do you see ahead while playing chess?"

Capablanca: "Only one, but it's always the right one."

Tags: Capablanca - Chess - Moves - Reporter
Posted by ALCHEssMIST - Alchemipedia alliance.

FIDE Chess Survey by Dr Robert Howard (University NSW) - Preliminary Results

Preliminary Results of a FIDE Chess Survey (University of New South Wales) by Dr Robert Howard

The sample consists of 581 players (to date):
  • 5 grandmasters
  • 25 international masters,
  • 67 FIDE masters,
  • 2 woman’s grandmasters,
  • 2 woman’s international masters,
  • 2 woman’s FIDE masters.
Some survey highlights:
  • Players learned the moves at a median age of eight years old (masters about two years younger).
  • The median age of starting serious play and taking part in the first rated tournament is 14, 12 for masters.
  • Most players have had coaching.
  • Players average around five or six hours of chess study a week, but the range is huge (0 to 60 hours).
  • Number of hours of study of chess material is a factor in expertise level but only a relatively minor one.
Common ideas for what natural talent for chess consists of are:
  • Good spatial ability,
  • High IQ,
  • Good memory,
  • Creativity,
  • High motivation,
  • Strong will to win,
  • Control over emotions,
  • Psychological hardiness.
Eventual grandmasters:
  • Take a median 390 FIDE-rated games from rating list entry to gain the title.
  • Most players do not play anywhere near enough rated games in their careers to have a realistic chance of becoming a grandmaster.
  • About two thirds of those who do play over 900 games actually succeed in becoming a grandmaster.
  • However, those who play over 740 games without becoming a grandmaster on average seem to strike an impassable barrier at around 2400 level.
Analysis of rating data of players who played over 900 FIDE-rated games:
  • Show that eventual top ten players indeed are identifiable from list entry.
  • They get on the rating list much younger on average,
  • They get the grandmaster title much younger and much faster.
  • They rise in the ratings much faster than other grandmasters.
The full report is found here.

If you would like to contribute to this survey, and have a FIDE rating, click here.HTML clipboardHTML clipboard

Tags: Chess - Creativity - Emotion - FIDE - Grandmaster - IQ - Memory - Motivation - Robert Howard - Spatial Ability
Posted by ALCHEssMIST - Alchemipedia alliance.