I sucked at chess for a child of my intelligence. I used to play
against the computer in primary school. I knew the rules, sure, and
the goal of the game as well, but I could never figure out how to
string them together. My eyes saw material and nothing else, even
though the software had fancy features to help you track legal moves,
fields of influence, and so on. I saw only the surface level, playing
it like a Democritean atomist (I nearly said reductionist, but that
would be false because I saw nothing to reduce). Barren of
abstractions, the chessboard is a mere particle accelerator, one
governed by a physics which permits only annihilation, not
transmutation (except the occasional promoted pawn).
No one, not even the most advanced supercomputers, can play chess by
calculating all the possibilities that lie ahead - there are simply
too many possibilities. So the only way to play is by applying sets
of heuristic rules, of which mimicking successful moves from a game
database is one. Chess then becomes a clash not between two players,
but between the rule systems which they choose to enact. Of course,
players choose when to switch between rules and between rule systems
even, but these choices too are governed by metarules, and the rules
and metarules can be subsumed under greater rule systems. The rules
also dictate a player's gaze, because observation is theory-laden. It
is tempting to think of these rules as being the evolving products of
an incomplete science, renewed every so often by paradigm shifts. But
why not view the rule systems as expressions of aesthetic
sensibilities, with players trying to sculpt the board into forms of
their desire (as Marcel Duchamp (he of the urinal) said, not all
artists are chessplayers, but all chessplayers are artists)? Or as
religions, where the right articles of faith are rewarded after the
jihad by some Divine Chessplayer? (This may be, according to
personal preference, a deity of war, or love, or politics, or wisdom,
or whatever.)
How might I play the game now, having been exposed to strategy in
other domains, chiefly that of football? Perhaps I would overload the
middle of the pitch and form two banks of four to prevent direct
assault on my keeper. Soak up pressure, then play a quick diagonal
and counter at pace along the flanks. Play around the defenders with
neat little triangles, or simply go through them with individual
brilliance. Move into space and pass through gaps in the defensive
lines. Strike swiftly and surely from distance, giving no chance to
react. As a South American commentator would shout, MAAAAA~hold for
20 seconds~AAAATE!!!
Or I could go back to first principles, building a system from
ground-up like what Isaiah Berlin called a Hedgehog. I could side
with Heraclitus, who declared that everything is Change. Following
George S. Patton, I then claim that the object of chess is not to
change for your king but to make the other bastard change for his.
Bruce Lee's voice floats into my head, saying "be like water, my
friend", guiding me to go with the change. Ross Ashby would
remind me that to make a system change as I want it, I have to be
capable of an even greater degree of change. So I could begin by
pitching loosely connected groups of pieces against my opponent's
pieces, as long as my squadron has more degrees of freedom than that
of the opponent.
But we quickly run into problems. There is only so much space to
manouevre on the chessboard before my pieces run into other pieces
and start interacting, sorta like quantum decoherence. The cybernetic
way of playing is only practicable at the limit of low piece counts.
What alternatives remain? Do we view the chessboard using
actor-network theory, where each piece is an actor, and the active
pieces are mediators passing on quasi-objects that enable the
continuation of a piece's function? Do we see the game as a Markov
process, where the current game state is all that is required to
determine future game states? Or take the parallax view with
structural realism, and consider the moves to be more real than the
pieces?
All these analyses ignore something crucial. Graham Harman argued
that Latour's actor-network theory fails to capture the totality of
objects, missing out for instance the micro-organisms on the chess
piece, but the most important organisms are surely the macro- ones
sitting either side of the board. To adapt Sartre, everything in
chess is complicated by the presence of the other player.
Daniel Dennett posited that we must adopt the intentional stance
towards our opponent when playing chess, even against computers. This
brings us to the realm of game theory. Chess is a zero-sum game, so
whatever weakens the opponent also strengthens your position. There
is only one goal, which is checkmate. Zermelo's theorem states that
since both players have perfect information about the game and chance
plays no part, either the game ends in a draw unless someone makes a
mistake (think Tic-Tac-Toe), or one of the sides has a winning
strategy and can only lose or draw by deviating from it.
The computational intractability of chess prevents us from knowing
what type of game chess is, as well as what these unstoppable
strategies are if they exist. Your rule system helps restrict your
search space to a few moves, and attributing certain beliefs to your
opponent allows you to predict their possible responses and hence
evaluate the efficacy of each move you might make. Iterating this a
few times may improve your choice, but even grandmasters don't look
ahead by more than a few moves. So there is nothing to do but to make
your move and see what happens.
Of course, knowing that there is another human across the board, you
could try to get into his head and interfere with his playing. The
most obvious way to do this would be to knock out his prefrontal
cortex, as players may attempt to do in chess boxing, but would
clearly violate the spirit of the game in regular chess. It would
also lose you all willing opponents in the future and be very
detrimental to your long-term chessplaying career.
So, back to the article. Harry's worldview divides life into three
stages like chess, the opening, the midgame, and the endgame, each
requiring philosophy, mathematics, and science respectively. He then
says that each piece represents something. Rooks are security,
knights mobility, pawns wealth, queens power, bishops heart, and
kings the self.
Is not the choice of applying mathematics in the midgame and science
in the endgame decided by the philosophy chosen at the beginning? Are
there not other valid pathways, such as starting with science to
learn about the world (he is vague about what he means by science but
I shall interpret it as empiricism), following with a guiding
philosophy, then doing the math? What of other possibilities, like
philosophy, math, then architecture (building something), or science,
philosophy, then medicine (healing self and others)? Philosophy seems
to be the common denominator in our pathways here, but it needn't be
so. As Bertrand Russell noted, most people would rather die than
think, and most do. Any philosophy that they might follow is merely
inherited from society, a philosophical baggage that weighs them down
without them even realising what they are carrying.
There is something intuitively satisfying about his use of chess
pieces to read into a person's psychology. After all, these
representations cohere with our cultural connotations about mediaeval
archetypes, and also with our folk notion that people's choices
reflect their personalities. But don't other interpretations of these
pieces exist? For example, pawns could be endeavour because they
advance step by step, knights creativity because they don't go
straight, bishops dissent because they only go diagonally, rooks
authority because they govern everything in line with them, and
queens freedom because they can go almost anywhere. It might be quite
fun to come up with some of your own. In any case, is there anything
to make this more of a science than graphology?
The point is not to argue against his views, but to think about how
he arrived at them. Our activities and environments provide us with
metaphors for thinking about things. Whatever the metaphysics you
wish to adopt, there are perceived isomorphisms between things, which
lead us to use something as a metaphor for another. Being immersed in
certain environments leads one to perceive certain things and certain
isomorphisms, and hence apply certain metaphors. The more complex a
system is, the more features it has and hence the more possible
isomorphisms it can have with another system. It should come as no
surprise that Harry chose chess as a metaphor for life.
Of course, we may be getting things in the wrong order here. Chess
was probably designed in the first place as a model of war, which
also happens to be one of the most common metaphors that people use
for life, along with journeys. By the approximate transitivity of
metaphors, chess could also serve as a metaphor for life. The burden
of acting as a metaphor for life falls on chess because of the
anthropomorphism of its pieces. Nonetheless, chess is a useful toy
ontology. It models many scenarios and instantiates many dynamics,
and its elements themselves provide us with metaphors.
Ian Bogost's idea of the procedural rhetoric is that the rules of a
game construct arguments. The constitutional rules of chess were
indeed used to promote a feudal social hierarchy, with the commoners
and laity beneath the aristocracy and bishopry, and thus the first to
die in battle, with everything expendable for the sake of the king.
What might chess persuade us of today? Should we replace the king
with the president or CEO? Certainly Socialist chess, in which all
pieces move equally, would not be very fun, unless some pieces are
more equal than others. Perhaps that explains part of the appeal of
chess in the Soviet Union, as it portrayed the injustice in society.
Furthermore there is no money in the game, with pieces moving at the
whim of a tyrant. But a more Hobbesian equality prevails, where even
the lowliest pawn can defeat a knight or royalty. This makes teamwork
indispensable to victory.
Feminists might be pleased that the queen is the most valuable piece
in the game, although she is subservient to the king, like lionesses
in a pride. Monogamy is ostensibly the message, until more pawns get
promoted to queens. Imagine a game where pawns were promoted to kings
instead, and you had to checkmate them all! But the gender of a pawn
remains mysterious; the same pawn that can become a queen can also
become a bishop. Perhaps the king doesn't mind male queens.
The game also stops at the moment of checkmate, before any scene of
regicide can be enacted. Is this a model of conquest, where all the
king's subjects become peaceful citizens thereafter? Or is it hiding
the cruel aftermath of war, which may involve acts of retribution and
retaliation?
As James Carse said, finite players play within the rules, infinite
players play with the rules. Perhaps the time has come to conceive a
new form of chess which is capable of capturing the complexities of
our world, yet simple enough to have universal appeal. It must be
full of uncertainty, where a winning position can become a losing one
in a single move. It must be contextual, where the behaviour of each
piece depends on its context and networks of relations. And it must
be dynamic, where goals may shift and payoffs may change. And who
knows, one day someone might use it to come up with a deep theory about life.
Once was said of skirts and discourse: 'long enough to cover the essentials, short enough to keep the interest'.
ReplyDeleteIn my dotage I find even mini-skirts too long for my tastes.
Feminism paragraph came out of nowhere (as they often do). Surely you recall that the largest demographic of queens are, ostenibly, male...
Enjoyed the toying of ideas. The journalist writes so people will read him; the hustler talks so people will talk of him; the friend shares so others will share with him. What do you write for? Curious.
I think the chess-player plays to find the greater player; perhaps to sate his bloodlust and aggression, perhaps to sate his desire for creativity; some play to win; some play to vent. But the players of games, I among them, I play to learn how to play games so I can better play games.
What do I write for? For fun. It is a game; to win I have to think. I think to learn how to think so I can better think.
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