Anti-computer Tactics
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Anti-computer tactics are methods used by humans to try to beat computer opponents at various games, most typically
board game A board game is a type of tabletop game that involves small objects () that are placed and moved in particular ways on a specially designed patterned game board, potentially including other components, e.g. dice. The earliest known uses of the ...
s such as
chess Chess is a board game for two players. It is an abstract strategy game that involves Perfect information, no hidden information and no elements of game of chance, chance. It is played on a square chessboard, board consisting of 64 squares arran ...
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 between 1997 and 2002 by Omar Syed, ...
. 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, a game tree is a graph representing all possible game states within a sequential game that has perfect information. Such games include chess, checkers, Go, and tic-tac-toe. A game tree can be us ...
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#Minimax algorithm with alternate moves, minimax algorithm in its game tree, search tree. It is an adversarial search algorith ...
or other
minimax Minimax (sometimes Minmax, MM or saddle point) is a decision rule used in artificial intelligence, decision theory, combinatorial game theory, statistics, and philosophy for ''minimizing'' the possible loss function, loss for a Worst-case scenari ...
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 passe ...
. (Conversely, attempting to lure an AI into a short-term " trap", 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 proving ineffective in human-computer tournaments. The rise of
machine learning Machine learning (ML) is a field of study in artificial intelligence concerned with the development and study of Computational statistics, statistical algorithms that can learn from data and generalise to unseen data, and thus perform Task ( ...
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.


Monte-Carlo tree search

AI games based on Monte-Carlo tree search have opposite strengths and weaknesses to alpha-beta AIs. While they tend to be better at long-term strategy, they have problems dealing with traps. Once Monte-Carlo AIs fall into a trap, they can continue to play badly for a considerable period afterwards and may not recover. While patiently accumulating an advantage may be a beneficial tactic against alpha-beta AIs who play tactically, MCTS-based AIs like
AlphaGo AlphaGo is a computer program that plays the board game Go. It was developed by the London-based DeepMind Technologies, an acquired subsidiary of Google. Subsequent versions of AlphaGo became increasingly powerful, including a version that c ...
may themselves play in this patient strategic manner. Thus deliberately tactical play, which is a bad approach against alpha-beta, becomes a viable anti-computer tatctic against MCTS.


Adversarial perturbations

Game AIs based on neural networks can be susceptible to adversarial perturbations, where playing a meaningless move alters the AI's evaluation of the position and makes it lose. Lan et al. developed an algorithm to find modifications of board states that would lead KataGo to play inferior moves. However, like adversarial examples in image recognition, these attacks are hard to devise without computer assistance.


Chess

In the 1997
Deep Blue versus Garry Kasparov Garry Kasparov, then-world chess champion, world champion in chess, played a pair of six-game matches against Deep Blue (chess computer), Deep Blue, a supercomputer by IBM. Kasparov won the first match, held in Philadelphia in 1996, by 4–2. D ...
match, Kasparov played an anti-computer tactic move at the start of the game to get Deep Blue out of its opening book. Kasparov chose the unusual Mieses Opening and thought that the computer would play the
opening Opening may refer to: Types of openings * Hole * A title sequence or opening credits * Grand opening of a business or other institution * Inauguration * Keynote * Opening sentence * Opening sequence * Opening statement, a beginning statemen ...
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. About the two matches, Kasparov wrote after the second game, where he chose the Ruy López, “We decided that using the same passive anti-computer strategy with black would be too dangerous. With white I could control the pace of the game much better and wait for my chances. With black it would be safer to play a known opening even if it was in Deep Blue's book especially if it was a closed opening where it would have difficulty finding a plan. The downside with this strategy as in all the games was that it wasn't my style either. While I was playing anti-computer chess I was also playing anti-Kasparov chess.” 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 (; born 25 June 1975) is a Russian Grandmaster (chess), chess grandmaster. He was the World Chess Champion#Split title (1993–2006), Classical World Chess Champion from 2000 to 2006, and the 14th undisputed World 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 X3D Fritz was a version of the Fritz chess program, which in November 2003 played a four-game human–computer chess match against world number one Grandmaster Garry Kasparov. The match was tied 2–2, with X3D Fritz winning game 2, Kasparov wi ...
(Computer) Man-Machine World Chess Championship 2003 *Rybka (Computer) vs.
Hikaru Nakamura Christopher Hikaru NakamuraArimaa 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 between 1997 and 2002 by Omar Syed, ...
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 In chess, the endgame tablebase, or simply the tablebase, is a computerised database containing precalculated evaluations of chess endgame, endgame positions. Tablebases are used to analyse finished games, as well as by chess engines to evaluate ...
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 {{Game-stub