
Anti-computer tactics are methods used by humans to try to beat computer opponents at various games, most typically
board game
Board games are tabletop games that typically use . These pieces are moved or placed on a pre-marked board (playing surface) and often include elements of table, card, role-playing, and miniatures games as well.
Many board games feature a ...
s such as
chess
Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to dist ...
and
Arimaa
Arimaa () is a two-player strategy board game that was designed to be playable with a standard chess set and difficult for computers while still being easy to learn and fun to play for humans. It was invented in 2003 by Omar Syed, an Indian-Ame ...
. They are most associated with competitions against computer AIs that are playing to their utmost to win, rather than AIs merely programmed to be an interesting challenge that can be given intentional weaknesses and quirks by the programmer (as in many
video game AIs). Such tactics are most associated with the era when AIs searched a
game tree
In the context of Combinatorial game theory, which typically studies sequential games with perfect information, a game tree is a graph representing all possible game states within such a game. Such games include well-known ones such as chess, c ...
with an
evaluation function
An evaluation function, also known as a heuristic evaluation function or static evaluation function, is a function used by game-playing computer programs to estimate the value or goodness of a position (usually at a leaf or terminal node) in a g ...
looking for promising moves, often with
Alpha–beta pruning
Alpha–beta pruning is a search algorithm that seeks to decrease the number of nodes that are evaluated by the minimax algorithm in its search tree. It is an adversarial search algorithm used commonly for machine playing of two-player games ...
or other
minimax
Minimax (sometimes MinMax, MM or saddle point) is a decision rule used in artificial intelligence, decision theory, game theory, statistics, and philosophy for ''mini''mizing the possible loss for a worst case (''max''imum loss) scenario. Whe ...
algorithms used to narrow the search. Against such algorithms, a common tactic is to play conservatively aiming for a long-term advantage. The theory is that this advantage will manifest slowly enough that the computer is unable to notice in its search, and the computer won't play around the threat correctly. This may result in, for example, a subtle advantage that eventually turns into a winning chess endgame with a
passed pawn
In chess, a passed pawn is a pawn with no opposing pawns to prevent it from advancing to the eighth ; i.e. there are no opposing pawns in front of it on either the same or adjacent files. A passed pawn is sometimes colloquially called a ''pas ...
. (Conversely, attempting to lure an AI into a short-term "
trap
A trap is a mechanical device used to capture or restrain an animal for purposes such as hunting, pest control, or ecological research.
Trap or TRAP may also refer to:
Art and entertainment Films and television
* ''Trap'' (2015 film), Fil ...
", inviting the play of a reasonable-seeming to humans but actually disastrous move, will essentially never work against a computer in games of perfect information.)
The field is most associated with the 1990s and early 2000s, when computers were very strong at games such as chess, yet beatable. Even then, the efficacy of such tactics was questionable, with several tactics such as making unusual or suboptimal moves to quickly get the computer out of its
opening book
A chess opening book is a book on chess openings. This is by far the most common type of literature on chess. These books describe many major lines, like the Sicilian Defence, Ruy Lopez, and Queen's Gambit, as well many minor variations of the ma ...
proving ineffective in human-computer tournaments. The rise of
machine learning
Machine learning (ML) is a field of inquiry devoted to understanding and building methods that 'learn', that is, methods that leverage data to improve performance on some set of tasks. It is seen as a part of artificial intelligence.
Machine ...
has also dented the applicability of anti-computer tactics, as machine learning algorithms tend to play the long game equally as well if not better than human players.
Common aspects
One aspect of designing a classic AI for games of perfect information is the
horizon effect
The horizon effect, also known as the horizon problem, is a problem in artificial intelligence whereby, in many games, the number of possible states or positions is immense and computers can only feasibly search a small portion of them, typically ...
. Computer AIs examine a game tree of possible moves and counter-moves, but unless a forced win is in the tree, it needs to stop exploring new possibilities eventually. When it does, an
evaluation function
An evaluation function, also known as a heuristic evaluation function or static evaluation function, is a function used by game-playing computer programs to estimate the value or goodness of a position (usually at a leaf or terminal node) in a g ...
is called on the board state, which often uses rough heuristics to determine which side the board favors. In chess, this might be things like material advantage (extra pieces), control of the center, king safety, and pawn structure. Exploiting the horizon effect can be done by human players by using a strategy whose fruits are apparent only beyond the
plies examined by the AI. For example, if the AI is examining 10 plies ahead, and a strategy will "pay off" in 12-20 plies (6-10 turns), the AI won't play around the looming threat that it can't "see", similar to a person being unable to see "over the horizon" where a ship might be hid by the natural curvature of the earth. Similarly, to keep the horizon short, human players may want to keep as complicated a board state as possible. Simplifying the board by trading pieces lets the AI look "farther" into the future, as there are fewer options to consider, and thus is avoided when trying to exploit the horizon effect.
A tactic that works best on AIs that are very "deterministic" and known to play in one specific way in response to a threat is to force a situation where the human knows exactly how the AI will respond. If the human picks a situation that they believe the AI handles poorly, this can lead to reliably luring the AI into such situations. Even if the AI can handle that particular play style well, if the human is confident that the AI will always pick it, it simplifies preparation for the human player - they can just learn this one situation very closely, knowing that the AI will always accept an invitation to play into that kind of board.
Chess
In the 1997
Deep Blue versus Garry Kasparov
Deep Blue versus Garry Kasparov was a pair of six-game chess matches between the world chess champion Garry Kasparov and an IBM supercomputer called Deep Blue. The first match was played in Philadelphia in 1996 and won by Kasparov by 4–2. A ...
match,
Kasparov played an anti-computer tactic move at the start of the game to get
Deep Blue
Deep Blue may refer to:
Film
* '' Deep Blues: A Musical Pilgrimage to the Crossroads'', a 1992 documentary film about Mississippi Delta blues music
* ''Deep Blue'' (2001 film), a film by Dwight H. Little
* ''Deep Blue'' (2003 film), a film us ...
out of its
opening book
A chess opening book is a book on chess openings. This is by far the most common type of literature on chess. These books describe many major lines, like the Sicilian Defence, Ruy Lopez, and Queen's Gambit, as well many minor variations of the ma ...
. Kasparov chose the unusual
Mieses Opening and thought that the computer would play the
opening poorly if it had to play itself (that is, rely on its own skills rather than use its opening book). Kasparov played similar anti-computer openings in the other games of the match, but the tactic backfired.
The
Brains in Bahrain was an eight-game chess match between human chess
grandmaster, and then
World Champion
A world championship is generally an international competition open to elite competitors from around the world, representing their nations, and winning such an event will be considered the highest or near highest achievement in the sport, game, ...
,
Vladimir Kramnik
Vladimir Borisovich Kramnik (russian: Влади́мир Бори́сович Кра́мник; born 25 June 1975) is a Russian chess grandmaster. He was the Classical World Chess Champion from 2000 to 2006, and the undisputed World Chess Ch ...
and the computer program
Deep Fritz 7, held in October 2002. The match ended in a tie 4–4, with two wins for each participant and four
draws, worth half a point each.
Anti-computer chess games
*
Garry Kasparov vs. Deep Blue (Computer) IBM Man-Machine, New York USA 1997
*Garry Kasparov vs.
X3D Fritz (Computer) Man-Machine World Chess Championship 2003
*Rybka (Computer) vs.
Hikaru Nakamura
Christopher Hikaru Nakamura[Arimaa
Arimaa () is a two-player strategy board game that was designed to be playable with a standard chess set and difficult for computers while still being easy to learn and fun to play for humans. It was invented in 2003 by Omar Syed, an Indian-Ame ...](_blank)
is a chess derivative specifically designed to be difficult for alpha-beta pruning AIs, inspired by
Kasparov's loss to Deep Blue in 1997. It allows 4 actions per "move" for a player, greatly increasing the size of the search space, and can reasonably end with a mostly full board and few captured pieces, avoiding
endgame tablebase
An endgame tablebase is a computerized database that contains precalculated exhaustive analysis of chess endgame positions. It is typically used by a computer chess engine during play, or by a human or computer that is retrospectively analysin ...
style "solved" positions due to scarcity of units. While human Arimaa players held out longer than chess, they too fell to superior computer AIs in 2015.
References
Computer chess
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