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From: AAAI Technical Report WS-97-04. Compilation copyright © 1997, AAAI (www.aaai.org). All rights reserved.

On Effort in AI Research
A Description along Two Dimensions

Franz-Gfinter Winkler Johannes Ffirnkranz


Austrian Society for Cognitive Science Austrian Research Institute for Artificial Intelligence
Barichgasse 10/2/10, A-1010 Wien, Austria Sehottengasse 3, A-1010 Wien, Austria
F_,-mail:winkler@coams.al;c. co. at E-mail: juffi@ai, univie, a¢. at

Abstract return to its original square, while the other king is


only able to make a 2-cycle. White can therefore try
In this paper we describe Artificial Intelligence as re- to moveits king to el, playing el-f2-fl-el, which would
search that movesalong two different axes: human- gain one move. Whenthe white king returns to aS, we
compatible knowledge and machine-compatible pro-
ceasing. Ananalysis of computerchess research along will have exactly the same position, but with black to
these dimensions shows that AI more and more di- move. As he cannot move his king because of white’s
verges into an engineering branch and a cognitive threat Ka6, he has to moveone of his pawns. Then the
branch. As an explanation, we offer a hypothesis entire sequence is repeated 11 times until black has no
about the dependencyof research effort on these di- more pawn moves and has to answer 254. Ka5 with
mensions. It becomesobvious that the most rewarding Kc8 thus allowing Ka6, followed by a mate in 15.
projects are the hardest.
Trained chess players could solve this problem in
uff one cou/d dev/se a successfu/ chess math/he, their heads (maybe with the exception of the final mate
one would seem to have penetrated to the core of in 15). However, because of their lack of high-level
human/nteL/ectua/endeavour." chess-specific concepts and general problem-solving
Newell, Shaw ~ Simon knowledge, this problem is very hard for current com-
puter chess programs, as the solution is too deep to
Introduction be found with exhaustive search. A brief experiment
Weview Artificial Intelligence as a science with the that we have conducted with FRITZ4has demonstrated
goals of, on the one hand, providing computers with that FRITZwill play Bbl to prevent black from playing
the ability of solving tasks that are commonlyper- Pd3, bring its king to al, Ba2, king to el, Bbl, and fi-
ceived as requiring intelligence, and, on the other hand, nally movethe king to f2 in order to capture the pawn
furthering our understanding of human thinking. The on f3. It does not realize that black then has an easy
basic problem that AI has to face is to integrate the draw by trading its knight for the bishop and playing
abstract concepts that human beings usually use for Pf6-f5 thereafter.
problem solving with the strict algorithmic process- On the other hand, the second position is quite hard
ing definitions that are required for implementing pro- for humanchessplayers, because it does not offer many
grams on a computer. familiar patterns which could be used for narrowing
To illustrate these dimensions consider the two prob- downthe search (at least not for chess players that are
lems depicted in figure 1. The first one is a slightly untrained in the solving of chess problems). The pieces
unusual endgame position, but, after some delibera- seem to be randomly scattered around the board, thus
tion, a trained chess player will detect manyconcepts offering no orientation at all. The only obvious feature
that are familiar from other endgames. For example, is the lack of king safety, so that white should be much
it will soon becomeobvious that black has a dangerous better off and probably has a mate in a few moves.
threat with 1... d3, which will either queen the d-pawn However, it is not easy for a humanplayer to find the
or distract white’s c-pawn, thus allowing black to queen optimal move (1.Rg3!). In particular, he would more
his own c-pawn. Because of the above drawing chance or less have to perform an exhaustive search through
for black, white’s only hope lies in queening one of its the numerous possible threats. On the other hand, po-
pawns on the b-file. To achieve this, white has to con- sitions like these are no different to other positions for
quer the square a6. However, he has no moves that a computer chess playing program, which would find
put black into zugzwang, because black can answer all the mate in 2 quite easily. In fact, computer chess
white king moves with king moves b7-a8-b7. A typi- programs can be expected to play from randomly gen-
cal maneuverin such position is the so-called triangle erated position equally well as from positions that typ-
maneuver, where one king is able to use a 3-cycle to ically arise in a chess game. The reason for this is that

56
NenadPetrovi~, 1969 SamLoyd, 1892

/ @,@..@ @
NAN
~ N N
f........
N.Nili2; ........
w......
1

Mate in 270 moves Matein 2 moves

Figure h A knowledge-rich and a knowledge poor problem.

these algorithms are not modeled after human mem- petence of the game. Nevertheless, it is mostly un-
ory and thus do not have to rely on the recognition of clear how the student uses this knowledgefor problem-
familiar concepts on the board. Instead their search solving.
algorithms are tailored to be efficiently executable on Humansubjects are often able to specify the ab-
computer hardware. stract concepts they use for problem-solving, but are
In this paper, we try to argue that research in AI has unable to specify the problem-solving process in an
diverged into two branches that in an intuitive sense exact algorithmic way. For example, a chess player
correspond to the two approaches sketched above: On has no problems to explain the reasoning that made
the one hand, the what one might call cognitive branch him prefer a certain move over other possible con-
of AI puts a strong emphasis on the psychological va- tinuations. Analyses like "The move b4 gives me
lidity of computational models, in particular with re- a backward pawn on c3, but it prevents black lib-
spect to knowledge representation and memory orga- eration with a5, so that I can attack his weak a6-
nization. On the other hand, the engineering branch pawn on the half-open a-file." are full of abstract
of AI is motivated by solving particular tasks, and is concepts like backwardpawn, half-open file, etc. that
mostly concerned with finding formalizations and soft- are well-understood by human players. However, it is
ware architectures for particular problems that can be comparably difficult for humanplayers to specify the
efficiently executed on computer hardware. Weillus- thought processes that made them prefer, e.g., the op-
trate this split of AI into two different branches by clas- ponent’s weak a6-pawn over their own backward pawn
sifying research in the domain of chess along two dif- on c3. Research in chess psychology (deGroot 1965;
ferent axes: human-compatible knowledge (HCK) and Chase & Simon 1972; Holding 1985; deGroot & Go-
machine-compatible processing (MCP). Wefurther ar- bet 1996) has extensively analyzed verbal thinking-
gue on the example domain of chess that the successes aloud protocols of chess players of different strengths.
of AI research can be found along the two axes, but The results are that differences in playing strength be-
have not yet penetrated into the white area which we tween experts and novices are not so much due to
consider to contain the core problems of AI. Wethen differences in the ability to calculate long movese-
ask the question why this is the case, and present a quences, but to the use of a library of chess patterns
hypothesis to resolve this issue. and accompanying moves and plans that helps them
choose the right movesfor deeper investigations. Sev-
Human-compatible knowledge eral authors have even tried to measure the magnitude
of this pattern library, resulting in estimates in the
Chess is probably the game that has been most deeply range of 5,000 to 10,000 patterns (Simon & Chase 1973;
investigated from a theoretical point of view. Chess Hayes 1987). Someof these so-called chunks1 are easy
books are full of comprehensible knowledge about dif-
ferent aspects of the game. Wewould like to call t Recentresearch has extended the cblmklngtheory with
such knowledge human-compatible, because it enables so-called templates (Gobet &Simon1996), i.e., long-term-
a chess student to increase his understanding and corn- memorystructures that are quite similar to scripts and

57
to articulate and commonto most chess players (like, Two Dimensions of AI Models
e.g., passed pawn, skewer, minority attack), while oth- The success of brute-force programs is attributable
ers are presumably subconscious and subjective to in- to the fact that their basic architecture is adapted
dividual players. However, even simple concepts like a
to what computers are good at: fast calculation us-
knight-fork 2are non-trivial to formalize. ing only a few isolated chess concepts, which can
Because of this strong focus on models for mem- be evaluated efficiently. Thus the success of these
ory organization, early AI research has concentrated programs depends on machine.compatible processing
on the simulation of aspects of the problem-solving (MCP). On the other hand, we have seen that human
process that are closely related to memory,like per- chess players calculate relatively few moves, but rely
ception (Simon & Barenfeld 1969) or retrieval (Simon on a huge pattern library that helps them select the
& Gilmartin 1973). Recently, these ideas were re- right move. Thus, their success depends on the avail-
investigated and integrated into the CHKEST program ability of human-compatible knowledge (HCK). In the
(Gobet 1993), which is the most advanced computa- following, we classify AI models of the domainof chess
tional model of a human’s chess players memoryorga- with respect to their contribution along either axis.
nization. CHUMP is a variant of this program that is A perfect chess program that has access to the per-
actually able to play a game by retrieving moves that fect game-theoretic values of each position (e.g., by ex-
it has previously associated to certain chunks in the haustive search until check-mate) would be on the right
program’s pattern memory (Gobet & Jansen 1994). end of the MCPaxis with no contribution on the HCK
axis, as its internal knowledgerepresentation does not
Machine-compatible Processing contribute in any way to a better understanding of hu-
man reasoning. The best-known approximation of this
AI has soon recognized the difficulty of formalizing hu- principle is the Deep Blue chess program. The other
man thought in a top-down way (using the human con- extreme would be an oracle that could derive the best
cepts as a starting point), and has instead discovered movein each position from general principles and ex-
approaches to solving intelligent tasks, which are more plain this choice in a clear and understandable form.
closely modeled after the processing capabilities of a Chess theory can be viewed as an attempt to formalize
computer. Brute-force chess programs are the best- this knowledge in an understandable way and, in some
knownexample of this line of research. The basic idea sense, Garry Kasparov can be viewed as a machine that
of brute-force chess programs dates back to (Shannon embodies this knowledge.
1950) and (Turing 1953), where one can already find A project like CHUMP (see above) is strongly mo-
manyof the ideas that are still used in today’s chess tivated by human memory organization, and its pro-
programs (like, e.g., search extensions). Howeverearly cessing is not very compatible with typical computer
chess programs (see (Newell, Shaw, & Simon 1958) hardware. For example, the program uses artificial
an overview) relied on highly selective search on a few simulations of human long-term and short-term mem-
basic concepts like material balance, center control, and ory. Therefore, it has only made a small step along
king safety. This selective search was motivated by the MCPaxis. Its contribution along the HCKaxis is
both hardware limitations and the attempt to model higher, but it is clearly a simplification comparedto
machine chess playing on humanchess playing. human memory organization. As a sort of dual exam-
However, the somewhat unexpected success of the ple, consider PARADISE(Wilkins 1980), which is
TgCHprogram (Gillogly 1972) for the first time program for solving chess combinations at an abstract
demonstrated the power of brute-force computing. level. The main goal of this project was to investigate
Further improvements (Slate & Atkin 1983) and the the extent to which tree search can be guided and con-
advances in parallel processing (Hyatt, Gower, & Nel- trolled with the use of background knowledge (Wilkins
son 1985) and chess-specific hardware (Condon 1982). The used concepts are quite abstract and clearly
Thompson 1982; Ebeling 1987; Hsu 1987) have even- motivated by human knowledge, but the processing is
tually lead to the Deep Blue vs. Kasparov challenge, still very machine-compatible, using a systematic best-
where a computer for the first time won a tournament first search in the space of possible plans.
game against the reigning human chess world cham- Weview Artificial Intelligence as a science that tries
pion. to integrate both aspects: human-compatible knowl-
edge and machine-compatible process definitions. An
Irames, but are based on a detailed psychological model AI project can be evaluated by its contribution along
(deGroot & Gobet 1996). For our discussion, the differ- either axis. Figure 2 positions the "chess models"
ences in the details of the psychological modelsof chunks
and templates are irrelevant. discussed in the previous paragraphs in this two-
2The basic pattern for a fork is a protected knight dimensional field. Weview the overall value of a model
threatening two higher-valued pieces, like, e.g., rook and as the sum of the contributions that it makes along ei-
queen. However,this simple pattern might not workif the ther axis. Intuitively, for a chess program, this value
forking knight is pinned. But then again, maybethe knight measures the program’s competence in terms of play-
can give a discovered check... ing strength and explanatory power.

58
I. Kasparov

Ill . Chump//’/’/"///
" v~,~

I 1

~non
[//" 1~ . Deep Blue

Figure 2: Models of chess playing classified along Figure 3: The discrepancy between a class of models
the two dimensions of human-compatible knowledge that are equal in effort and a class of models that are
(HCK) and machine-compatible processing (MCP). equal in value.

A research program appears as a line progressing one of the axes. Wethink that the effort that is nec-
through this two-dimensional space. The ideal AI re- essary to proceed a step along one axis is proportional
search program should follow the diagonal between to the progress that has already been made along the
the two axes, thus taking into account both aspects other axis. Only in the special case of a research pro-
equally. The further a research program deviates from gram that proceeds along a single dimension (as e.g.
this diagonal, the less we are inclined to call it research the research in computerchess) will the increase in ef-
in AI. Clearly, the progress in chess theory (which fort be proportional to the increase in value. This leads
moves along the HCKaxis) can hardly be regarded us to the following hypothesis:
as part of AI, because of its lack of MCP.Likewise, The total effort that has to be spent on an AI
we think that a certain minimum amount of human- problem is proportional to the product of the val-
compatible knowledge is required for a computer pro- ues along the axes lICK and MCP.
gram to qualify as AI. Along this dimension, the de-
velopment that has led to Deep Blue, in our opinion, As an illustration consider the curve depicted in fig-
is at the lower border of AI research, if not beyond. ure 3, which shows a line of AI problems which require
The exampleof chess shows us that research has split the same effort, Le., problems for which the area of
into two streams: One that proceeds close to the HCK therectangle spanned
by theco-ordinates is constant.
axis and is concerned with a deeper understanding of We believe thatthestatusquoof AI research couldbe
human problem solving and the domain knowledge on described withsucha curve.Relatively fewprogress
which it relies. The other stream is concerned with hasbeenmadealongthediagonal, whileconsiderable
the development of faster and better algorithms and progress hasbeenmadealongtheaxes.On the other
hand,consider thelinewhichdepicts a classofAI mod-
hardware heading for an exhaustive search. The little
work that has been done in the white area inbetween els sharing thesameoverallvalue.According to our
has only been moderately successful in terms of our hypothesis, thereis a noticeable discrepancy between
combined measure. Webelieve that this divergence these two graphs. There is a difference between the
can also be found in other areas of AI like Machine value of an AI model and its required effort.
Learning or Natural Language Understanding. Appar- From these deliberations follows that HCKand
ently, progress along the axes faces less resistance than MCPcannot be treated independently. A possible
progress along the diagonal. The question is "Why?". way how they are interrelated can be derived within
the theory of semantic networks. This theory seems
adequate for this task. On the one hand, semantic
A Hypothesis on Research Effort networks are a psychological model of human mem-
Weinterpret figure 2 in the way that moving towards ory organization and, on the other hand, have had a
a better model (in terms of the overall value defined considerable influence on AI research.
above) requires more effort if this improvementin value A semantic network consists of nodes and links that
is made along the diagonal than if one proceeds along connect such nodes. The nodes are to be understood as

59
representations of basic concepts like objects or prop- the original motivation of research in computer chess,
erties, whereas the links represent relations between namely "merely" to build a successful chess machine,
these concepts. The resulting structure is a model of has to be replaced with different goals that require a
human semantic memory organization. Processing in reconciliation of machine-compatible processing with
such a semantic network is guided by the links (either human-compatible knowledge. However, according to
in the form of explicit rules or by spreading activation). our hypothesis, we cannot expect this to be easy. In
Whenthere are sparse links between nodes that form the following we would like to give a few examples for
a linear and mostly hierarchical structure, computa- rewarding and challenging tasks in the domain of com-
tion will be quick and easy. Whenthe link structure puter chess.
is dense and cyclic, computation becomes problematic A very rewarding task would be the development of
due to circularity and to the exponential growth in the a computable vocabulary of chess concepts in which
number of possible paths. Thus processing depends chess knowledge can be formulated. The character-
on the number and the structure of the links in the istics such a representation formalism has to incor-
network. porate are that it has to be sufficiently expressive
Classical semantic memorymodels (Collins & Quil- for formulating abstract strategic concepts, that it
lian 1969; Anderson 1976) rely on the power of hierar- has to be extensible and can be easily understood
chical, sparse network structures, but there is strong by a user (HCK), and that it can be efficiently im-
critique on this situation. In (Klimesch 1994) Klimesch plemented (MCP). The need for such formalisms has
argues that these conceptions are misleading and he been recognized early in computer chess research. (Zo-
shows that they contradict important experimental brist & Carlson 1973) describes an advice-taking chess
data. He instead pleads for highly interconnected and program which aimed at allowing a chess master to
cyclic memorystructures in the following sense: The "advice" a playing program in terms of this lan-
more connections a concept is associated with, the guage. Many formalisms have subsequently been de-
more meaningful is that concept. The expert who re- veloped in the same spirit (Bratko & Michie 1980;
ally understands what he is doing and who can apply George & Schaeffer 1990), most of them limited to cer-
his knowledge in most different situations has a much tain endgames (see (Michie ~z Bratko 1991) for a bib-
more interconnected memorystructure than the begin- liography). A recent promising step into the right di-
ner who just learned some strict rules. The interest- rection can be found in (Donninger 1996), which intro-
ing thing is that human memoryperformance becomes duces a very efficient interpreter of an extensible lan-
better and quicker with increasing connectivity of con- guage for expressing certain characteristics of a board
cepts, which is exactly the reverse for computational position. However, the expressiveness of the language
3processes.
is currently limited to propositional logic, a trade-off
In the formalism of semantic networks, we can define that had to be made because of efficiency considera-
indicators for HCKand MCP:HCKis high when the tions and the ability to provide a graphical interface
link-to-node ratio is high as is given in interconnected that also allows untrained users to formulate rules.
and cyclic structures. On the contrary, MCPis high Another promising field for further research could
whenthe node-to-link ratio is high as is given in sparse be the discovery of understandable knowledge in chess
and linear structures. This construction makes the de- endgame databases with the goal of enriching chess
pendency of the two dimensions explicit by reducing theory. Consider, for example, Ken Thompson’s im-
them to more basic concepts. pressive work on five-men endgamedatabases, which is
now publicly available on three CD-ROMs.The use of
Steps towards a Re-unification of AI these disks allow chess programs to perfectly play the
Wetake the quotation preceding our paper as an intu- encoded endgames. However, many of these endgame
itive definition of the goal of AI. The goals expressed databases are not thoroughly understood by human
in this statement are on the one hand to produce in- experts. The most famous example are the attempts
telligent behavior in the form of a "successful chess of grandmasters to defeat a perfect KQKRdatabase
machine" and, on the other hand, to "penetrate to within 50 moves or the attempt of an endgame spe-
the core of human intellectual endeavor". However, cialist to defeat a perfect database in the "almost
the development of AI research, in particular in the undocumented and very difficult" KBBKNendgame
domain of chess, has shown that the latter is not an (B.oycroft 1988). GMJohn Nunn’s effort to man-
immediate consequence of the former. Achieving func- ually extract some of the knowledge that is implic-
tionality does not necessarily increase the understand- itly contained in these databases resulted in a series
ing of how we achieve this functionality. We think of widely acknowledged endgame books (Nunn 1992;
1994b; 1995), but Nunn readily admitted that he does
3Oneof the authors madeextensive experience with this not yet understand all aspects of the databases he an-
and other facettes of problematiccomputabilityof intercon- alyzed (Nunn 1994a). It would be rewarding to de-
nected structures whensimulating Klimesch’s modelin his velop algorithms for automatically discovering playing
diplomathesis (Winkler 1991). strategies for such endgames (see (Muggleton 1988)

60
and (Fiirnkranz & De Raedt 1997) for some prelim- 1982; Opdahl & Tessem 1994; Donninger 1996). How-
inary work). A particularly hard problem is that ever, we are also of the opinion that someof the early
human-compatiblestrategies are typically simple, but approaches to selective search need a re-evaluation in
not necessarily optimal in the sense that they require a the light of the developmentof AI in the last 25 years.
minimumnumber of moves. For a machine, it is non-
trivial to decide which suboptimal moves contribute Conclusion
to some global progress (and are thus part of a use- In this paper, we described research in AI, in par-
ful strategy) and which suboptimal moves do not im- ticular in the chess domain, along two axes, human-
prove the position. An attempt to automatically dis- compatible knowledge and machine-compatible pro-
cover a simple playing strategy for the KRKendgame
cessing. In this framework it became apparent that AI
might easily produce the simple strategy "always move
research has diverged into two streams that proceed
your rook away from the enemy king" which will al- along these axes, while we believe that the core of AI
ways result in a won position (at least for the next
lies along the diagonal. For us, the reason of this de-
49 moves), but clearly make no progress towards the velopment is that the effort of combining both aspects
goal of mating the opponent’s king. Other tasks that is considerably harder than the one-dimensional en-
could be automatized include the discovery of open-
deavors, and we have offered a hypothesis on research
ing theory mistakes, the automatic detection of par-
effort that could explain this observation. It follows
ticularly promising or unpromising line-ups or middle- that these aspects cannot be treated independently.
game plans in certain types of openings, and many The development that has led to the Deep Blue vs.
more. One can even imagine facilities that support Kasparov match and to the first game that a machine
tournament preparation by analyzing game databases has won against the human chess world champion has,
with the aim of unearthing characteristics of the style
in our opinion, demonstrated that proceeding along the
of individual players and for studying their weaknesses
"engineering" axis only, hard as it certainly has been,
and strengths. is comparably easy. Consequently, we have proposed a
Another obvious point, where chess knowledge rewarding and challenging set of goals for research in
would be of considerable importance, and probably computer chess that concentrates on an integration of
the point with the highest commercial potential is knowledge and computability.
the use of high-level chess knowledge in educational
chess programs. For example, imagine a program
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