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Access Research Network
Guest Editorial
Origins & Design 18:2
Rethinking Deep Blue:
Why a Computer Can't Reproduce a Mind
Erik Larson
The recent hysteria over the defeat of world chess champion
Gary Kasparov by IBM computer Deep Blue has provided fresh fuel
for the debate over whether computers can be intelligent and,
yes, even exhibit the other qualities of mind -- consciousness,
sensation, emotion and the like. Researchers in artificial intelligence
(AI) are no doubt pointing to the victory as a crucial step in
what they already see as inevitable -- that, there being no essential
difference between mind and machine, machines are, and will continue
to become, more mind-like. The rest of us, less schooled in the
technicalities of computer programming, no doubt are confused
about the meaning of Deep Blue's victory and what it says about
our humanity. We have long believed in (and for good reason) the
uniqueness of our minds, and their qualitative distinctiveness
from purely material things such as computers. Has Deep Blue threatened
these beliefs? What, in light of Deep Blue's victory, should the
rational person believe? Now, perhaps more than ever, is the time
to re-examine the idea that computers can simulate our own minds.
No one can beat Deep Blue at chess. Gary Kasparov could not
beat Deep Blue, and Kasparov is as good as any chess player has
been and perhaps ever will be. Kasparov is the Michael Jordan
of chess. Deep Blue is better (rematches notwithstanding). Deep
Blue not only managed the impossible -- intimidating Kasparov
at his own game -- but left him aghast at the apparent cunning
and creativity of the manner in which it played. After his defeat
in Game Two, Kasparov was so unnerved at the strategic maneuvering
of Deep Blue that he insinuated that IBM might have tinkered with
Blue's program during the match. Kasparov was almost certainly
wrong about this, but he was right to be concerned -- Deep Blue
is beginning to outdistance human chess playing in almost all
aspects. Deep Blue -- calculating 200 million positions per second
-- has become brilliant, strategic, and, yes, essentially unbeatable.
Really, though, is anyone surprised that the folks at IBM could
develop an invincible chess machine? What is incredible about
the Kasparov/Deep Blue match is not that a computer, evaluating
200 million positions per second, could beat a man, evaluating
maybe three per second, but that Kasparov could give Deep Blue
a match. Kasparov does not evaluate millions of positions before
making a move -- Deep Blue does. How can Kasparov compete? That
is the question left unasked in the hysteria over Deep Blue's
victory. For those of us asking the really hard questions about
the human mind, the debate begins here.
The Turing Test
One of the claims made about Deep Blue's performance is that
it has passed the "Turing Test." Alan Turing, a British
mathematician, proposed in 1950 that any machine whose output
was indistinguishable from a human's could reasonably be said
to be intelligent. That is, there are no grounds for denying intelligence
to any machine, if one can't distinguish its output from a human's
in the same situation. Thus, Deep Blue has passed the Turing Test
in chess situations because an independent observer could not
tell which moves were Kasparov's and which were Deep Blue's (or,
to put it another way, whether Kasparov was playing a great human
or a computer). The proviso here is that Deep Blue can pass the
Turing Test only while playing chess. Outside of this restricted
arena, it would be extremely easy to distinguish Deep Blue from
a human interlocutor (suppose that you type questions to Deep
Blue and a human and then read their typed responses from a monitor
-- any normal human would make appropriate replies, while Deep
Blue would sit mindlessly, waiting for a chess position to evaluate).
It is therefore obvious that Deep Blue cannot pass the Turing
Test, when the Turing Test is correctly construed as a general
and unrestricted test of intelligence. Deep Blue is not even close;
it cannot even answer questions about chess. It can only play.
That's it.
Granted, one cannot tell a human's game from Deep Blue's. In
that sense, it passed. But then, by that standard, a medical program
which takes lists of symptoms and medications and makes correct
prescriptions for patients has passed the Turing Test in the domain
of medicine as well. Such so-called expert systems are a commonplace
in many technical fields, yet no one is pronouncing them intelligent.
That's because they aren't. In situations that require speed and
efficiency in performing operations on discreet, finite lists
of information, computers perform splendidly. In the real world,
where the information cannot be given in discreet, finite lists
(without being meaningless or effectively infinite in length),
computers are imbecilic. Most six-year-olds can easily outperform
the best computers in basic conversation. In the excitement over
Deep Blue's victory, people have failed to see that evidence of
Kasparov's mental superiority is not found in the chess match
but outside that artificial domain. Where it really counts, Deep
Blue doesn't have a chance. The question is: Can Deep Blue's (and
other super computers') performance in an artificially restricted
domain be expanded into the sort of general intelligence characteristic
of humans relying on experience and intuition? Bridging this gap
-- the gap from chess to human thought -- may be longer and more
difficult than the fervor over Deep Blue suggests.
The Frame Problem
Philosopher and AI researcher Daniel C. Dennett describes the
Frame Problem as how to get a computer to look before it leaps,
or, better, to think before it leaps. Ask a computer to perform
a task outside of a clearly defined domain (like chess), and one
will soon be stopped cold by the Frame Problem. Dennett tells
an amusing anecdote of a robot, R1D1, whose task it is to recover
its spare battery from a room where there is a time bomb set to
detonate soon. R1D1, designed by experts in AI to be an intelligent
system, always considers the implications of its actions. This
is a great improvement from R1, who, unfortunately, did not consider
all the implications of pulling out the battery with the time
bomb strapped to it, and met an untimely demise. R1D1 is much
improved; a crowning achievement for AI. So (as the story goes)
R1D1 must rescue its battery from the time bomb, and, like R1,
hits on the command PULLOUT (WAGON,ROOM). Only this time R1D1's
superior program begins to consider the implications of such an
action. Dennett tells the story:
It had just finished deducing that pulling the wagon out of
the room would not change the color of the room's walls, and
was embarking on a proof of the further implication that pulling
the wagon out would cause its wheels to turn more revolutions
than there were wheels on the wagon -- when the bomb exploded.
R1D1, like all computers, is a victim of the Frame Problem.
The Frame Problem arises because most tasks deemed intelligent
require intuitive, contextually-based knowledge of a situation
that cannot be pre-programmed because the possible scenarios arising
from them are effectively infinite. A computer programmed to,
say, order a sandwich at a restaurant like a person performs flawlessly
until the waiter asks a question that presupposes knowledge of
things on a broader scale. Suppose the waiter asks the program
designed to order food, "How is the weather today?"
Since the computer relies on a specified list of responses, any
program lacking explicit responses about the weather will fail.
(The computer, of course, could just respond "fine",
but it would have to know to say "fine" and not say,
"I don't know.") Any other interactions that are not
straight-away consequences of ordering food (or playing chess,
analyzing stock market trends, and so on) will fail as well. Because
computers are programmed, they cannot fill in what is not explicitly
given in their programs. Yet it is impossible to pre-program all
the information that might become necessary in intelligent interactions.
Managing even brief conversational exchanges requires an effectively
infinite lexicon of facts, that, even if they could be stored,
could not be used in real-time.
In the case of R1D1, a further difficulty involving the Frame
Problem arises. It is impossible to pre-program all the information
that is not necessary to complete an intelligent task. There is
an effectively infinite list of implications connected to any
action. Only a few are relevant. The ratio of the revolutions
of the wheels to their number on the wagon is not relevant to
rescuing R1D1's battery. Nor is the paint on the walls. Why not
program a computer to just ignore irrelevant implications? This
sounds fine until one realizes that a computer busy ignoring infinite
numbers of irrelevant implications is not likely to solve a problem
in real-time -- the time it takes to get the battery before the
bomb explodes. Of course, by simply programming R1D1 to, say,
locate and remove the bomb from the battery, one can get the desired
result. What is left, however, is not intelligent behavior but
a programmed list of instructions for a mindless machine.
And that is exactly what Deep Blue is. Calculating millions
of positions per second, Deep Blue avoids the Frame Problem by
having pre-programmed instructions for every move and position
it encounters. Mindlessly computing positions, Deep Blue plays
magnificent chess. But life, unlike chess, is not a closed logical
system. Intelligent behavior in the broader context of life requires
experience and judgment -- an ability to learn as one goes. Deep
Blue does not need this because, in the domain of chess, all that
is required can be specified beforehand, deterministically. Kasparov,
of course, brings human qualities to chess. Kasparov uses his
mind. But he is at a grave disadvantage, because he plays a game
whose essence is logical steps and not intuitive feel. Sooner
or later, a machine that can evaluate millions and millions of
these logical steps will surpass even Kasparov's great feel for
the game -- much like a calculator can surpass a human arithmetician.
Deep Blue wins. Big deal. Deep Blue is a mindless calculator,
and for this reason it is relatively irrelevant to solving the
problem of real intelligence.
Consciousness and the Limits of AI
With the almost universal acceptance of materialism in the
cognitive sciences (AI, neuroscience, and other cognate fields),
there seems no grounds for believing that the mind, although intuitive
and intelligent, could be anything but the product of a material
thing. The idea that the mind is a computer is particularly compelling.
After all, what else could the mind be, if not a biological calculator,
computing complex yet ultimately discreet and tangible operations?
Won't scientists eventually decipher how the neurons in our brains
fire to create the programs that are our minds?
But now we have reached an impasse. AI scientists know -- though
they are strangely loathe to admit it -- that they are dealing
in a sort of alchemy, because not one of them knows how a mind
with consciousness -- the particular subjective feel of emotions
and sensations -- could arise from blind computations. It is one
thing to debate whether computers could ever pass the Turing Test;
whether they could simulate a mind by displaying the outward signs
of general intelligence. But it is quite another issue whether
computers could actually reproduce a mind; have real, subjective
experiences within. What, after all, do you program into a computer
to generate anger or taste or the experience of, say, the color
red? What sort of instructions do you give a computer which lacks
this, in order that it experiences it? AI and cognitive science
are hot new fields because the challenges they present are deep
and theoretically mind-boggling. For intelligence, we have the
Frame Problem. For mind itself , we have the Consciousness Problem.
Can computers be programmed to actually come alive? The perplexities
with the Frame Problem pale by comparison. Asking someone to program
a computer to be conscious seems rather like asking someone to
explain the atmospheric conditions of Mars by reference to the
financial markets in capitalist countries. No common ground exists.
Feeling is just not the sort of thing that a discrete list of
rules can explain. Recognition of this has prompted a growing
number of researchers to begin speculating not only about the
limits of AI but the limits of material science itself. How, exactly,
could a conscious mind arise out of material stuff -- whether
a computer, a brain, or anything else?
The traditional idea is that stuff and conscious minds are
different things -- different substances in the vernacular of
philosophy. That idea dates back to Plato and is rooted in our
Judeo-Christian heritage and our conviction that persons have
souls which can survive the death of their bodies. Twentieth-
century science has almost universally rejected this view, largely
on the grounds that no materialistic account of a soul can be
given. The idea, they say, is tantamount to believing in magic,
because no conceivable explanation within science can account
for immaterial substances.
One could ask, however, what is less magical about the idea
that a computer's specified list of rules could suddenly begin
feeling and perceiving? AI researchers who recognize that their
programs cannot possibly explain such subjective phenomena nonetheless
point out that someday, some super-fast and complex computer might
just come alive anyway. There is of course no logical reason for
rejecting this claim. Yet, by accepting it, we might just as well
have accepted the traditional view: minds are immaterial substances
which somehow, though we know not how, are connected with our
material brains and are the basis for our subjective lives, experiences,
moral judgments, and intelligence. That this view is so unpopular
speaks less to its scientific merits (what, after all, are the
scientific merits of a computer just coming alive?), than to its
connection with traditional beliefs and ideas considered outdated.
Deep Blue has given us a lot to think about. Yet it is not
its prowess at chess that illuminates the debate over what our
minds are. The day will come when Deep Blue beats Kasparov (or
his successor) in all six games. When that happens, a new wave
of technological euphoria (dread) will sweep over us. Or, perhaps,
we will be wiser and more critical, and realize that the hard
questions -- the ones to ask -- lie outside of the chess matches
between man and machine. They lie in the deep and perplexing tangles
of the Frame Problem; in the task of designing computers with
broad, general intelligence. They lie in the mind-boggling questions
of conscious experience; how we have it, and why. In these great
philosophical and theological questions lie the real answers we
seek. We may never find them. Yet, regardless, we can be sure
they aren't answered -- aren't even touched -- by Kasparov's loss
to Deep Blue.
Copyright © 1997 Erik Larson. All rights
reserved. International copyright secured.
File Date: 1.1.98
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Updated: 14 July 2002
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