Episode Transcript
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Speaker 1 (00:03):
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(00:24):
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America one story at a time.
Speaker 2 (00:32):
This episode is based on actual events. However, certain elements, characters,
and situations have been fictionalized for the purposes of storytelling.
Speaker 1 (00:41):
This episode was originally broadcast on April twenty second, twenty
twenty three. It was billed as the Battle of the Century,
with implications far greater than just one match.
Speaker 3 (00:54):
I'd like to introduce the champion of the entire world
in chess, Gary Kasparav.
Speaker 1 (01:01):
This wasn't just a regular check match between two world
class players. The face off was a test that would
later be called an inflection point for the human race.
Speaker 4 (01:10):
The stakes are high.
Speaker 5 (01:11):
In one corner, the world's greatest chess player, thirty four
year old Gary Kasparov.
Speaker 6 (01:16):
In the other, the world's greatest chess playing computer, a
machine called Deep Blue.
Speaker 1 (01:21):
By the time this nineteen ninety seven match was over,
the entire world would get a glimpse into the future
of mankind.
Speaker 7 (01:28):
And I'm going to start the clock now.
Speaker 8 (01:29):
Everyone keep quiet. He's no one talking.
Speaker 5 (01:33):
Oh.
Speaker 2 (01:34):
I'm Patrick Carelchi and I'm Adriana Cortes.
Speaker 1 (01:38):
And this is Red Pilled America, a storytelling show.
Speaker 2 (01:42):
This is not another talk show covering the day's news.
We're all about telling stories.
Speaker 1 (01:47):
Stories. Hollywood doesn't want you to hear stories.
Speaker 2 (01:50):
The media mocks stories about everyday Americans at the Globalist ignore.
Speaker 1 (01:56):
You can think of Red Pilled America as audio documentaries,
and we promise only one thing, the truth. Welcome to
Red Pilled America. Humans have long fictionalized the dangers of
(02:21):
artificial intelligence or AI.
Speaker 9 (02:24):
Open the pod bay doors.
Speaker 1 (02:25):
Hell, I'm sorry, Dave, I'm afraid I can't do that.
Speaker 5 (02:29):
What's the problem.
Speaker 8 (02:31):
I know that you and Frank were planning to disconnect me,
and I'm afraid that's something I cannot allow to happen.
Speaker 1 (02:37):
From the movie two thousand and one, A Space Odyssey
to War Games, the Terminator and the Matrix, storytellers have
imagined how AI could one day usurp human intellect and
either enslave man or purge the planet of the human race.
But the fear of that possibility was always thought to
be sometime in the way off future. That is, until
now big thinkers are beginning to sound the alarm on AI.
Speaker 6 (03:01):
I'm very close to the cutting edge in AI, and
it scares the hell out of me.
Speaker 1 (03:06):
That's Elon Musk at a twenty eighteen South By Southwest
event warning Americans about the dangers of artificial intelligence.
Speaker 6 (03:13):
It's capable of vastly more than almost anyone knows, and
the rate of improvement is exponentially. This is a case
where you have a very serious danger to the public
as therefore there needs to be a public body that
has insight and then oversight to confirm that everyone is
developing AI safely. This is extremely important. I think the
(03:35):
danger of AI is much greater in the danger of
nuclear warheads by a lot. And nobody would suggest that
we allow anyone to just build nuclear warheads if they want.
That would be insane, and mark my words, AI is
far more dangerous than nukes far.
Speaker 1 (03:51):
At the time, Elon had just stepped down from the
board of a then little known artificial intelligence firm called
Open AI. What he'd seen scared him, and his ominous
warning has been raising a question ever since. Should AI
be stopped? Define the answer, We follow the rise of
gameplaying AI systems and how they spawned an artificial intelligence
(04:15):
arms race. Along the way, we speak to perhaps the
world's leading expert on artificial intelligence to gain insight on
where AI came from and where it's going.
Speaker 2 (04:39):
By the time world champion chess player Gary Kasparov took
on IBM's Deep Blue computer, the battle of intellects between
man and machine had already been raging for decades. In
a brightly lit IBM lab filled with the hum of
early computer machinery, an artificial intelligence pioneer is hunched over
a stack of papers. His name is doctor Arthur L. Samuel,
(05:03):
and he has an idea. The year is nineteen fifty two,
and the white man with dark benning hair and round
glasses is focused on an ambitious project that has never
before been attempted, creating a computer program that can learn
to play checkers. The idea of a machine learning to
play a game fascinated the media of the time.
Speaker 7 (05:24):
That man isn't playing Checkers against a computer? Is he sure?
And it plays pretty well?
Speaker 6 (05:28):
Now?
Speaker 7 (05:29):
Which color is the machine playing flag? The player pushes
those switches to tell the machine his moves. Incidentally, he
has to make the machines moves on the checkerboard as well.
Speaker 8 (05:37):
Well.
Speaker 7 (05:37):
Then how does he determine the machine's moves by watching
those lights on the console? Who's that watching? He's Doctor
al Samuel, an MIT graduate now with IBM. Doctor Samuel
programmed the computer to play checkers so he could study
machine learning.
Speaker 2 (05:55):
Doctor Samuel was programming an IBM computer to do the
seemingly impossible. With each line of code, he was pushing
the boundaries of what computers were capable of doing. He
was carefully crafting algorithms and integrating machine learning techniques to
lay the groundwork for his program to evaluate checkerboard positions
and make strategic moves. Years of tireless work passed as
(06:18):
doctor Samuel's creation slowly took shape, growing more sophisticated each day.
By nineteen sixty two, the moment of truth arrived. Arthur
was ready to test the metal of his checker's playing
program against a skilled human challenger. And it wasn't by
accident that early AI pioneers like doctor Samuel were interested
in computer game players.
Speaker 4 (06:39):
Game playing AI systems have played a big role in
the development of artificial intelligence, and it's not just because
they're fun to watch.
Speaker 2 (06:47):
That's Antonio Paine, perhaps the foremost expert on the history
of artificial intelligence. Antonio is kind of a whistleblower on AI,
so we've modified his voice and name for reasons that
will become clear later.
Speaker 4 (06:59):
You see, games like chess, Checkers, or Go have clear
rules and objectives, making them the perfect playground for AI research.
Speaker 2 (07:07):
The well defined environment of games allows researchers to focus
on developing algorithms and techniques to solve specific problems without
having to deal with the complexities often present in real
world scenarios.
Speaker 4 (07:20):
Researchers can easily measure their progress. Metrics like win loss
ratios make it easy to see if the AI is
winning the game or if it's time to go back
to the drawing board. Games also teach AI how to strategize,
plan and make decisions even when the going gets tough.
Think of it as a boot camp for AI brains,
and you know what really pushes AI research forward competition.
(07:43):
Game playing AI systems thrive on it, creating a high
stakes battle of wits among researchers. Tournaments and matches serve
as the AI Olympics, where bragging rights and research breakthroughs
are won and lost on the virtual game board.
Speaker 2 (07:58):
So there was good reason for doctor Samuel to create
a game playing program to test his AI algorithms. By
nineteen sixty two, he believed his creation was ready to
take on a formidable opponent, Robert Neely, the blind checkers
champion of Stamford, Connecticut. Neely accepted the challenge and the
stage was set. As the two players prepared for their
(08:20):
face off, Anticipation gripped both the checkers community and the
young field of AI. Everyone understood what was at stake.
Mankind's intellectual superiority was being challenged by a machine. When
the day of the match arrived, a crowd of fellow scientist,
IBM executives, and journalists gathered in a room, all eager
(08:43):
to witness this groundbreaking event. The room housed a large
projection screen, a checkers board, a table on chairs, and
an IBM computer whirling in the background. With his fingers
hovering over the keyboard, Doctor Samuel stood confidently by his
creation a checkers playing program that it evolved through countless
iterations and improvements. Across the table, Robert neeli with his
(09:07):
heightened sense of touch and honed strategic mind, settled into
his seat. As intense as the moment was, though Neelie
was projecting a playful air, was he not taking the
moment seriously? The spectators watched intently, eager to witness the
biggest showdown yet between man and machine in the realm
of checkers. The checker's board was projected onto a large screen,
(09:30):
allowing the audience to follow every move. Neelie made the
first move, confident in his ability to outwit the machine.
The computer quickly responded, its mechanical whirling and clicking echoing
through the room as it calculated the optimal move. The
two traded turns, but as the game progressed, Neelie's initial
cockiness started to wane. He realized that the machine was
(09:53):
learning from every move, adapting and refining its strategy. The
crowd could sense a shift in momentum as the machine
began to gain the upper hand. They watched in awe
as the computer's artificial intelligence demonstrated its impressive capabilities. Finally,
the decisive moment arrived. Doctor Samuel Checker's playing program had
(10:15):
maneuvered Robert Neely into a corner, leaving him with no
moves left to make. With one last calculated strike, the
machine captured the final piece on the board, securing its victory.
The rum erupted into excited chatter as the crowd realized
they had just witnessed a historic moment in the development
of artificial intelligence. Human beings have been dominating the globe
(10:44):
for thousands of years, while the first computer was built
less than twenty years earlier. Yet the machine had just
outwitted a champion at the game of checkers. How could
this have happened? Well, AI may have just entered the
burgeoning computer world, but mankind had really been developing artificial
intelligence since the beginning of recorded history, From the dawn
(11:07):
of human civilization. There's been a long list of men
and women who have contributed to the field of AI.
For example, in ancient times, big thinkers imagine the idea
of automatons, or mechanical devices that performed tasks without human intervention,
often imitating human or animal actions. Again Antonio Paine.
Speaker 4 (11:27):
The idea of creating artificial beings with human like intelligence
can be traced back to ancient civilizations. Greek mythology, for instance,
features the concept of intelligent machines or automatons, such as
the mythical bronze giant Tallos.
Speaker 1 (11:42):
Back in the ancient Greek world, where myth and reality
were often intertwined, there stood a colossal figure, the bronze
giant Tallos, crafted by the imagination of Greek poets and
philosophers of the time. Tallos was commissioned by Zeus, the
king of Greek gods, and built by Hephaestus, the Greek
god of metalworking, who was brought to life by a
divine spark to protect the island of Crete from pirates
(12:06):
and invaders. According to the myth, Talos was a colossal
figure fashioned entirely from bronze, Towering above the landscape. With
the sun casting its rays upon its metallic surface, Talos shimmered.
This formidable giant stood as tall as the highest pine tree,
dwarfing the humans who looked upon it in awe. Sculptured
(12:27):
with meticulous attention to detail, the bronze giant's muscular form
boasted broad shoulders, a heaving chest, and powerful limbs. Talos
was not merely a static monument, but a dynamic being
capable of movement. Its body was ingeniously designed, allowing the
giant to patrol the island's shores and defend its people
(12:47):
from invading ships. The joints of the automaton, comprised of
intricate systems of gears and levers, enabled it to stride
with purpose and hurl massive stones at the enemies that
dared to encroach upon crete.
Speaker 2 (13:00):
Talos was, of course a figure of ancient Greek fiction,
but it marked an ancient fascination with the idea of
creating lifelike beings or intelligent machines. Ancient Greece played another
role in the early development of artificial intelligence again Antonio Paine.
Speaker 4 (13:16):
Aristotle's writings on logic and rational thinking laid the groundwork
for the idea of formal reasoning, which is an essential
aspect of artificial intelligence. He developed the concept of syllogisms,
a form of logical argument based on deductive reasoning. This
early exploration of logic and reasoning would later influence the
development of computational thinking. Plato, another prominent Greek philosopher, explored
(13:41):
the nature of reality and the role of ideal forms
in his famous work The Republic. His theory of forms,
which suggests that abstract concepts like beauty and justice have
an ideal, non material existence, has been influential in the
development of knowledge representation in Ai. Although these Greek philosophers
did not directly address the concept of artificial intelligence, their
(14:05):
ideas about the nature of intelligence, reasoning, and the mind
contributed to the development of the field.
Speaker 2 (14:14):
Their work inspired other big thinkers.
Speaker 1 (14:17):
In the bustling city of Palma de Mayerca, a man
named Ramon Lull sits at his work table, surrounded by manuscripts, scrolls,
and various diagrams. The year is twelve seventy five, and Lull,
a Spanish philosopher and theologian, is about to make a
groundbreaking discovery. Inspired by a vision from God, he is
(14:37):
driven by a relentless desire to find a method to
bring understanding and truth to the world. As Lull works
tirelessly into the night, a candle light flickers, casting shadows
on the walls of his study. He pours over texts
and refines his ideas, searching for a universal method that
could be applied to reasoning and logical deduction. He believes
(14:59):
this method could help people of different faiths find common
ground and resolve disputes. Finally, after years of dedication and
hard work, Lull develops his masterpiece, the ARS Magna, or
the Great Art. This intricate system of combinatorial logic uses figures, diagrams,
and tables to represent different concepts and principles. By combining
(15:22):
and manipulating these figures according to a set of predetermined rules,
users can explore various combinations of ideas and generate conclusions.
Although the people of Lull's time could not fully grasp
the importance of this work, the ARS Magna would eventually
play a significant role in the early development of artificial intelligence.
Lull's method of systematic reasoning, his use of logic, and
(15:45):
his innovative approach to knowledge representation would lay the groundwork
from many aspects of modern AI research. Centuries later, as
artificial intelligence systems began to emerge, researchers would look back
on Ramon Lull's ARS Magna as an important precursor. His
pioneering work would inspire the development of algorithmic thinking, search algorithms,
(16:06):
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Speaker 2 (17:46):
Welcome back to red Pilled America. So doctor Arthur L.
Samuel use the wisdom pass down through the centuries to
create the seemingly impossible a checker's playing program that could
beat a human champion of the game. And perhaps most fascinatingly,
doctor Samuel's program was a mixed sure of algorithms that
allowed the computer to learn. In fact, it's doctor Samuel
(18:08):
that popularized the phrase machine learning, a term of the
foundation of modern artificial intelligence. Now, his checker's playing program
was good, but historians would later review Robert Neely's moves
on the critical day he lost to doctor Samuel's machine,
and they concluded that Neely made a trivial mistake. Perhaps
(18:30):
he wasn't taking the game seriously, or maybe the blind
checkers champion wasn't the best mankind had to offer. Either way,
the burgeoning AI community falsely believed that computers had solved
the game of checkers, So artificial intelligence researchers moved their
experimental playing field to an arena reserved for only the
highest of strategic thinkers, that being the game of chess.
(18:53):
From the moment doctor Samuel showed that his creation could
beat a human, AI researchers tried to create a computer
that could beat a skilled chess champion, and at once
wasn't until deep into the nineteen eighties, over thirty years
after doctor Samuel began his journey, the computer scientists started
to get close. It was around this time that a
colorful Russian figure began dominating the world stage of chess.
Speaker 1 (19:22):
On April thirteenth, nineteen sixty three, in Baku, Azerbaijan, a
boy named Gary Weinstein entered the world destined for greatness.
He was born to a Russian Jewish father and an
Armenian mother, and at a young age, his parents thought
Gary showed a remarkable intellect, so they decided to test
their theory. They gave young Gary a problem to solve,
(19:44):
and he remarkably came up with a solution. They were right,
their young boy had a beautiful mind. But just as
they came to this realization, tragedy struck. When Gary was
just seven years old, his father passed away, leading him
and his mother to adopt her maiden name, Gary Weinstein
became Gary Kasparov. As a young boy, Kasparov showed an
(20:07):
uncanny aptitude for chess. His early fascination with the game
began at the age of five, when he observed a
game his parents played against each other. This seemingly ordinary
moment ignited a spark that would set Kasparov on an
extraordinary journey. By the age of ten, he was already
(20:33):
studying chess under the Tuoe lige of a renowned Russian coach.
Under this coach's guidance, Kasparov sharpened his strategic prowess, and
his remarkable intuition for the game began to flourish. As
a teenager, Kasparov continued to impress the chess world. In
nineteen seventy six, at the ripe age of thirteen, he
won the Soviet Junior Championship, and just two years later
(20:55):
he became the youngest player ever to win the Soviet
Chess championship. It was clear that Kasparov was not an
ordinary chess player. Kasparov's meteoric rise continued as he entered
the global chess scene. He became an international master in
nineteen seventy nine and a grand master in nineteen eighty
all before his eighteenth birthday. In nineteen eighty three, he
(21:18):
won the coveted Candidates Tournament. The winner of this respected
competition earns the right to play the reigning World chess champion,
who is at the time this seemingly unbeatable Russian star
and a totally Karpov. It was an impressive feat for
such a young man. The stage was set for one
of the most epic confrontations in chess history. The showdown
(21:44):
between Kasparov and Karpov began in September nineteen eighty four,
and their battle for the World Chess Championship was unlike
any other. The format was simple. The first to win
six games would be deemed top dog. If a game
progressed to a draw, it wouldn't count. As the match began,
the older Karpov took a quick lead, winning games three, six, seven,
(22:07):
and nine, Kasparov was down four games to zero after
seventeen straight draws. Karpov claimed his fifth victory in game
twenty seven. However, even though he was up five to zero,
he appeared to be shaken. The next four games were draws,
(22:28):
but then Kasparov took game thirty two after fourteen consecutive draws. Again,
Kasparov took games forty seven and forty eight. The score
was now five to three and Karpov looked like he
was on the verge of collapse. Over the course of
the five month match, Karpov lost twenty two pounds, his
(22:48):
health appeared to be deteriorating, while Kasparov looked fit as
a fiddle even though he was down. The young chess
prodigy was poised to defeat the world champion, and that's
when the president of the International Chess Federation made a
shocking call. For the first time in history, the World
(23:15):
Championship match was halted without a winner, leaving Karpov as
the reigning king. Kasparov felt there was foul play in
the air, but he continued his quest for the title.
A rematch was scheduled for later in the year, and
in November nineteen eighty five, the two Titans clashed once again.
This time the outcome was different. At the age of
(23:36):
twenty two, Gary Kasparov defeated Anatoly Karpov, becoming the youngest
world chess champion in history.
Speaker 2 (23:44):
As the world of chess was growing increasingly intense, in
nineteen eighty five, a graduate student embarked on a mission
to create a machine that could defeat the reigning human
chess world champion. The student's journey would take him to
the very limits of artificial intelligence. He'd eventually name the
chess playing computer Deep Thought Deep Thoughts. Groundbreaking design utilized
(24:06):
parallel processing, allowing it to evaluate millions of chess positions
simultaneously at lightning speed. To achieve this monumental feat, this
graduate student and his eventual team of AI scientists had
to stand on the shoulders of the many pivotal thinkers
that came long before them.
Speaker 1 (24:33):
In the turbulent mid seventeenth century, amidst the backdrop of
the English Civil War, we find Thomas Hobbes, a brilliant
and controversial philosopher. Hobbs is fervently at work on his
magnum opus as the sounds of cannon fire and the
clang of steel echo in the distance. Hobbes is hunched
over his desk, meticulously penning his groundbreaking work Leviathan. Inside
(24:59):
his dimly lit study, walls covered with maps and scientific instruments,
Hobbs diligently crafts his argument, Drawing inspiration from the world
around him. He examines the chaos and disorder of the
Civil War, seeking to understand the very nature of human
beings and their reasoning. As the ink touches the parchment,
(25:20):
Hobbes begins to develop a radical idea. Again Antonio Paine.
Speaker 4 (25:26):
Hobbes suggested that human reasoning could be reduced to a
mechanical process, which is an early indication of the idea
that machines could potentially replicate human thought.
Speaker 1 (25:37):
In this pivotal moment, Hobbes lays the groundwork for what
would become a cornerstone of artificial intelligence. He envisions human
thought as a series of basic operations, much like the
gears and levers of the intricate machines that fascinate him.
He imagines the human mind as a wondrous machine, capable
of manipulating symbols and ideas according to specific rules. As
(26:05):
Hobb's work was added to those of the philosophers, mathematicians,
and big thinkers before him. Another young man was getting
ready to add to the pool of knowledge that would
influence the future field of artificial intelligence. In the late
seventeenth century, in a candlelit studio, a man is seated
at his desk, deep in thought. It's Gottfried Wilhelm Leibniz,
(26:27):
a brilliant German polymath who is about to make a
groundbreaking discovery that would forever change the course of mathematics
and logic. Leibnanz is experimenting with a novel number system,
one that uses only two symbols, zero and one. He
felt that these two symbols represented the Christian view of
creation from nothing, where the number one represented God and
(26:51):
zero represented nothing. His mind races as he realizes that
by combining just these two digits alone in unique sequences,
every possible number can be represented. This binary number system,
as it would come to be known, simplified mathematical calculations
and set this stage for a revolution in the way
information is stored and processed. Leibnanz's binary number system fueled
(27:20):
his ambitious vision of a universal characteristic, a symbolic language
that could express any concept or idea, making it possible
to resolve disputes and disagreements through logical reasoning alone. He
envisioned a world where knowledge and truth could be uncovered
through the systematic manipulation of symbols, transcending the limitations of
(27:40):
human language and cultural differences.
Speaker 4 (27:42):
He believed that by using a system of symbols and rules,
human reasoning could be reduced to a series of calculations,
thereby transforming complex logical problems into simpler mathematical operations. Leibniz's
work on the binary number system, which serves as the
basis for digital computers, further solidified his contributions to the
field of AI.
Speaker 1 (28:04):
Leibnitz's pioneering work on binary numbers and the universal characteristic
would leave a lasting impact on the development of artificial intelligence.
His ideas would serve as the building blocks for later mathematicians,
including George Boole, an English mathematician who would eventually develop
Boolly and algebra.
Speaker 4 (28:22):
Whileibniz's binary system focused on the representation of numbers using
only two digits zero and one, Boole expanded the binary
concept to logic, laying the groundwork for digital logic and
modern electronic computers.
Speaker 1 (28:36):
Hobbes, Leibnitz, and Bull further added to the growing pool
of knowledge that would eventually lead to the creation of
a game playing computer ready to match the intellect of
the world's human chess champion.
Speaker 2 (28:56):
In nineteen eighty five, a graduate student from the illustrious
Carnegie Mellon University began working on a disertation project. His
name was Feng shung Hu, and he wanted to create
a chess playing computer that could defeat the world champion
in chess. A classmate named Murray Campbell joined him on
the project, and the two would eventually be hired to
(29:17):
work at IBM Research. Other computer scientists from the company
joined in, and the team embarked on integrating everything humanity
had learned on computer learning. As Deep thoughts capabilities grew,
so too did its reputation. The machine began to make
waves in the world of computer chess, defeating other chess
programs and eventually earning the chance to compete against human opponents.
(29:40):
The moment of truth came in nineteen eighty eight, when
Deep Thought faced off against grand Master bent to Larsen
at the Software Tools Work Championship in a stunning upset,
Deep Thought emerged victorious, marking the first time a computer
had ever defeated a grand master in tournament play. The
news of Deep Thoughts triumph reverberated throughout the chess community
(30:03):
and beyond, capturing the attention of the world. It was
at this moment that the Raining World Chess Champion Gary
Kasparob took notice of the machine, and it wasn't long
before he'd be facing the computer in the chess match
of the century. Do you want to hear red Pilled
(30:23):
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So in nineteen eighty eight, IBM's Deep Thought chess playing
(30:44):
computer won a stunning upset for the first time it
defeated a grand master in tournament play. The news of
Deep Thoughts triumph echoed throughout the chess community and beyond,
capturing the attention of the world. It was at this
moment that the Raining Rule Chess champion Gary Kasparob took
no notice of the machine. Intrigued and perhaps sensing the
(31:11):
magnitude of the challenge before him, Kasparov agreed to an
unprecedented match against Deep Thought. The date was set for
historic showdown in nineteen eighty nine, a contest that would
pit the world's greatest chess player against the pinnacle of
artificial intelligence and Caasparov appeared to understand what was at
stake if you were to lose.
Speaker 10 (31:34):
The next few years some super machine.
Speaker 8 (31:37):
What fact do you think the loss by the world
champions who machine.
Speaker 5 (31:41):
Will have on chess?
Speaker 10 (31:42):
If computer beats one day, I don't know what will happen.
I don't think the chess will be stopped, but it
will be very unpleasant, not only for the chess plass,
but for the human race itself.
Speaker 2 (31:56):
Casparov approached the battle against Deep Thought like all of
his other chess matches. He carefully analyzed all of the
computer's previous public competitions, which at the time only amounted
to about fifty games. Most of Deep Thoughts matches were
in private, but it didn't phase Kasparov. He believed the
match wasn't much different than his previous battles.
Speaker 11 (32:17):
I have to destroy I have to remember that this
is I have a special strategy how to show the
computer's consequences and how to avoid them pleasant positions. For me,
it gives me more confidence playing it against computer than
if I played it was a strong player.
Speaker 12 (32:33):
But the idea of the game is still the same,
to destroy your point ego, your oppoint mentality. Even if
his computer intelligence doesn't matter.
Speaker 2 (32:42):
But Casparov may have been underestimating his opponent deep thoughts.
Microprocessors could analyze millions of chess positions per second and
search out all possibilities up to five moves ahead. Then
if a few moves looked more promising, deep thought could
isolate those chess positions and delve even deeper, searching even
farther for those and this was a notable advantage. In
(33:06):
a nineteen thirty eight World champion match, one opponent took
thirty minutes to find a historic move. Deep thought found
that same move in a fraction of the time. Nevertheless,
Gary Kasparov believed that no computer packed with algorithms that
just calculated could ever defeat the reigning human world champion.
Speaker 12 (33:24):
Still, I'm not sure that the computer will beat world
champion because its a difference to beat chess players strong
chess players, strong grund masters, even contenders, and the world champion,
because World champian is absolutely the best, and his greatest
advantage in him his greatest abilities to find a new
wayne chess and it will be something of a con't
explained computer.
Speaker 2 (33:46):
In other words, since the computer lacked a soul, Casparov
didn't believe it could match the intellect of a human,
but other chess grand masters of the time didn't agree.
Speaker 8 (33:55):
The outlook for humans is not too good because the
two games that I went from Deep Thought were very
beautifully laid by me. Now, if that's the only way
Deep Thought can be beaten is by doing a virtual
tour de force, then in the long run it's going
to come out ahead, because you can't turn these out
(34:16):
every day. The first game that I won from Deep
Thought contained the best combination I've played in at least
ten years.
Speaker 2 (34:27):
The day of the two game exhibition match arrived on
October twenty second, nineteen eighty nine, and the energy at
the New York Academy of Art that hosted the event
was electric. The world watched with baited breadth to see
if the pinnacle of human chess mastery could withstand the
brute force of artificial intelligence. The air was thick with anticipation,
(34:48):
the audience keenly aware that they were witnessing history in
the making.
Speaker 7 (34:52):
Good eating ladies and gentlemen.
Speaker 13 (34:54):
The world chess champion Gary ifs far off just before
the match begins, we would like to ask everybody's cooperation
in order to play chess at this level. The players
are going to be concentrating very intensely and they cannot
have any distraction, so we please no talking.
Speaker 2 (35:19):
Playing the white pieces, deep Thought took the first move.
Casparov responded with what's known as a Sicilian defense, named
for an Italian priest who first recorded the strategy nearly
four hundred years earlier. Casparov, known for his aggressive and
daring play, worked to gain squares at the center of
the board. Deep Thought, on the other hand, methodically analyzed
(35:42):
millions of positions per second, its parallel processing capabilities, pushing
the boundaries of computational power. After around ten moves and
removal of some minor pieces, the first game was about even,
but then Deep Thought made an inexplicable mistake. It failed
to perform a maneuver known as castline, which protect he
(36:03):
exits king. The move proved to be a glitch in
its thinking. The game was still fairly even, but the
momentum shifted to Kasparov. It was only at move forty
that Deep Thought seemed to realize that something was wrong
with the mistake of not castling its king. Kasparov launched
an attack, forcing Deep Thought into a never ending defensive position.
(36:26):
The computer feverishly calculated and searched for a counter attack move.
But as the computer whizzed away searching through every feasible option,
it came up short.
Speaker 3 (36:39):
You look to eat too by Gary kasparovn. In this position,
the computer admits the feat.
Speaker 2 (36:49):
Kasparov was up one game to zero, but more importantly,
he had found a bug in Deep thoughts algorithm. The
computer preferred immediate satisfaction over delayed gratification. If Kasparov gave
the computer some easy targets, Deep Thought couldn't pass up
(37:09):
taking Kasparov's pieces off the board, leaving it vulnerable to
a long range attack. The computer had no intuition. It
couldn't think deep enough into the future. In other words,
Deep Thought was actually shortsighted. As game two commenced, Kasparov
quickly took advantage of the glitch, and this time, after
(37:30):
just thirty seven moves, the human world Chess champion effortlessly
won the game and the match. Casparov took the stage
to explain how he'd won.
Speaker 10 (37:43):
Okay, I did it well. Before the PHILS game, I
was a little varied because playing versus human being, I have
my opponent opposite me, and it's kind of energy goes
between us. But today there's no human being and there
(38:05):
was no energy's kind.
Speaker 4 (38:06):
Of black hole.
Speaker 10 (38:07):
But I discovered the new source of energy because I
plagy in his computer and the audience it's just human beings.
Everybody wanted really to crash the computer because we all
have we have something common, human being and thanks very
much for this enormous energy supply.
Speaker 2 (38:24):
Man may have kept its throne as Earth's king of intellect,
but nearly everyone watching believed that the reign of the
supercomputer was near.
Speaker 3 (38:32):
Is it just a matter of time before Kasparov is
defeated by deep thought or by deep thought successor yes
in the forever future. Yes, yes, Something that a three
year old will hold in their hand will beat the
world champion.
Speaker 6 (38:47):
There's no doubt about that.
Speaker 13 (38:48):
I think so matter not a very long time.
Speaker 11 (38:50):
It's inevitable.
Speaker 13 (38:51):
The machines are getting faster and faster, and humans are
staying more or less the.
Speaker 12 (38:56):
Same, absolutely, without a doubt.
Speaker 1 (38:58):
Many have said that Kasparrov is the last human world champion.
Speaker 2 (39:15):
Perhaps the only person that believed humans had a chance
was Kasparov himself.
Speaker 12 (39:23):
Right now, there's no limit because I can win any challenge,
and I have no doubt.
Speaker 11 (39:28):
I didn't use my one hundred.
Speaker 12 (39:29):
Percent of capability, not yet. It wasn't necessary, and that's
that's that's a great pity for me, whilst I want
to use it fully and right now for me, I
think it's the only chance is to face the computer
was one bill an operational segment. Within five years, I
will show my real chess what really I can do
and the chess board.
Speaker 2 (39:48):
Though Deep Thought had been vanquished, the story was far
from over. The match had ignited a fire within the
team of IBM computer scientists. Driven by the desire to
push the limits of artificial intelligence even further, they knew
they had to return to the drawing board. The lessons
learned from Deep Thoughts to defeat would fuel their ambitions
and inspire a new, more powerful chess playing machine, a
(40:12):
machine that would come to be known as Deep Blue.
Speaker 1 (40:16):
Next time on Red Pilled America.
Speaker 5 (40:18):
This time around, the intrigue of man versus machine is
attracting even greater attention, but no one will bet on
a winner. Kasparov says he's at the top of his game,
but the computer is also in much better shape.
Speaker 12 (40:31):
I'm in yesterday subject was complete difference if I'm reading
you correctly as far well, maybe I was speaking out
a tourney.
Speaker 4 (40:40):
Do you think there may be some kind of human
intervention on the.
Speaker 3 (40:44):
Part of this game?
Speaker 9 (40:45):
Google engineer Blake Lemoy he worked on the Tech Giants
artificial intelligence technology, and recently went public with his claim
he now believed Google's chatbot program, known as Lambda, is
so advanced it becomes sentient it can't feel.
Speaker 2 (41:05):
Red Pilled America is an iHeartRadio original podcast. It's owned
and produced by Patrick Carrelci and me Adriana Cortez of
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in the top menu. Thanks for listening.