Page 219 - Probability Demystified
P. 219

208                                         CHAPTER 11 Game Theory

                                    10. When Player B uses his optimal strategy, the value of the game will be

                                             1
                                        a. 3
                                             6
                                             2
                                        b. 5
                                             3

                                             5
                                        c. 2
                                             6
                                             1
                                        d. 4
                                             8







                     Probability Sidelight


                                 COMPUTERS AND GAME THEORY

                                 Computers have been used to analyze games, most notably the game of
                                 chess. Experts have written programs enabling computers to play humans.
                                 Matches between chess champion Garry Kasparov and the computer named
                                 Deep Blue, as well as his matches against the newer computer X3D Fritz,
                                 have received universal notoriety.
                                   Computers cannot think, but they can make billions of calculations per
                                 second. What the computer does when it is its turn to make a chess move is to
                                 generate a tree of moves. Each player has about 20 choices of a move per
                                 turn. Based on these choices, the computer calculates the possible moves of
                                 its human opponent; then it moves based on the human’s possible moves.
                                 With each move, the computer evaluates the position of the chess pieces on
                                 the board at that time. Each chess piece is assigned a value based on its
                                 importance. For example, a pawn is worth one point, a knight is worth three
                                 points, a rook is worth five points, and a queen is worth nine points. The
                                 computer then works backwards, assuming its human opponent will make
                                 his best move. This process is repeated after each human move. It is not pos-
                                 sible for the computer to make trees for an entire game since it has been
                                 estimated that there are 10 1050  possible chess moves. By looking ahead several
                                 moves, the computer can play a fairly decent game. Some programs can
                                 beat almost all human opponents. (Chess champions excluded, of course!)
   214   215   216   217   218   219   220   221   222   223   224