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It's been 30 years since the release of WarGames, one of the most well-received non-Star Wars science fiction films of the 1980s. The plot goes
something like this: a teenage computer-enthusiast-slacker named David - ably
played by a pre-Ferris Bueller
Matthew Broderick - tries to hack into a local software company to find a set
of forthcoming games. He does find a set of games which progresses from basic
strategy (tic-tac-toe, backgammon, chess) to bizarrely apocalyptic
("Theaterwide Biotoxic," "Global Thermonuclear War," and so on). Turns out that
young David has accidentally gained backdoor access to a supercomputer called
War Operation Plan Response (conveniently abbreviated as WOPR, pronounced like
the greasy sandwich), which was developed as an automated missile launch
solution to compensate for skittish missileers who are unwilling to turn the
launch key. The idea is that, by supervising the computer's gameplay and
allowing it to learn increasingly complex strategy, WOPR would eventually function
as a seasoned, unemotional commander who thinks nothing of incinerating
millions of humans. After David initiates a rousing "game" of Global
Thermonuclear War, all hell breaks loose at NORAD and WOPR goes haywire,
convincing both US and USSR personnel that actual warheads have been launched. The film's ending is
particularly brilliant: after the typical thrilling cat-and-mouse game, David
saves the day by instructing WOPR to play tic-tac-toe against itself; after
scores of games end in a draw, WOPR applies principles from the simpler game to
Global Thermonuclear War, learning the concept of mutually assured destruction
(MAD) and defusing itself. (Caution: link contains mildly blasphemous
language.)
The genius of WarGames
is that it's just far-fetched enough to pique viewers' interest, but plausible
enough to terrify them in the midst of Cold War tensions. While machine
intelligence was still in an embryonic state in 1983, it's made stunning leaps
and bounds since. While we may never see a WOPR, we can now (somewhat) freely
converse with our handheld phones, play board games against a range of capable
automated opponents, and allow search engines to finish our thoughts.
But whereas these advancements seem intelligent and might pass a poorly-administered Turing test,
they by and large do not learn. Siri
and other "intelligent" personal assistants can recognize voice patterns and
accommodate requests but are generally not adaptable. Chess-playing automata
"simply" identify possible moves, evaluating the value of board positions and
future scenarios based on coded notation and algorithms. Data mining tools "intelligently"
extract information based on complex pre-coordinated classes and framework.

IBM's Jeopardy!-dominating
supercomputer Watson seems to buck this trend. At its core, Watson operates in
a similar manner to the program described above: it deduces written questions
based on rapid analysis of similar keywords and sentence fragments, then
instantaneously executes thousands of language analysis algorithms to determine
a probable answer. Watson's game-playing abilities are not revolutionary for new
algorithms but rather for the machine's raw computing power and speed: it
consists of ninety 3.5 GHz servers and can process 500 gigabytes per second. In
order to find answers Watson drew upon four terabytes of data.
While Watson's innerworkings are understandably trade
secrets, IBM staff have hinted that it has the ability to "learn"; that is, to
avoid mistakes by analyzing previous incorrect answers on the fly. For example,
in a preparation round preceding the February 14, 2011 Jeopardy! competition, Watson answered a question whose correct
answer is "Coffee-Mate" with "milk," having incorrectly interpreted the word
"dairy" within the question. It's likely that the correct answer would then be
stored in Watson's database with a fairly heavy algorithmic weighting to avoid
making the same mistake a second time around.
Thirty years is a long time when considering technological
development, especially fictional development. (The Jetsons is set in 2062; 2004's I, Robot occurs in 2035; hey, we'll get there!) While some may
contend that our modern programs are leaps and bounds ahead of thirty-year-old
science fiction, I think that a closer analysis reveals that they're more like
novelty items which give the illusion of intelligence. ("Hey, ma! I'm talkin'
to my computer!") A 2013 WOPR would likely bypass the game-based strategy
learning and just consume loads of data and historical situations and be
expected to act accordingly, but what fun is that? Sounds like the makings of a
box office bomb…
(Image credits: Changing Gears | Gadgets Magazine)
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