It has no idea about the quality of it's data. "Act like x" prompts are no substitute for actual reasoning and deterministic computation which clearly chess requires.
It has no idea about the quality of it's data. "Act like x" prompts are no substitute for actual reasoning and deterministic computation which clearly chess requires.
I don't know really what level we should be thinking of here, but I don't see any reason to dismiss the idea. Also, it really depends on whether you're thinking of the current public implementations of the tech, or the LLM idea in general. If we wanted to get better results, we could feed it way more chess books and past game analysis.
Plus, LLMs have limited memory, so they struggle to remember previous moves in a long game. It’s like trying to play blindfolded! They’re great at explaining chess concepts or moves but not actually competing in a match.
This is a very vague claim, but they can reconstruct the board from the list of moves, which I would say proves this wrong.
> LLMs have limited memory
For the recent models this is not a problem for the chess example. You can feed whole books into them if you want to.
> so they struggle to remember previous moves
Chess is stateless with perfect information. Unless you're going for mind games, you don't need to remember previous moves.
> They’re great at explaining chess concepts or moves but not actually competing in a match.
What's the difference between a great explanation of a move and explaining every possible move then selecting the best one?
Chess moves are simply tokens as any other. Given enough chess training data, it would make sense to have part of the network trained to handle chess specifically instead of simply encoding basic lists of moves and follow-ups. The result would be a general purpose sub-network trained on chess.
In what sense is chess stateless? Question: is Rxa6 a legal move? You need board state to refer to in order to decide.
https://adamkarvonen.github.io/machine_learning/2024/01/03/c...
It is not stateless, because good chess isn't played as a series of independent moves -- it's played as a series of moves connected to a player's strategy.
> What's the difference between a great explanation of a move and explaining every possible move then selecting the best one?
Continuing from the above, "best" in the latter sense involves understanding possible future moves after the next move.
Ergo, if I looked at all games with the current board state and chose the next move that won the most games, it'd be tactically sound but strategically ignorant.
Because many of those next moves were making that next move in support of some broader strategy.
That state belongs to the player, not to the game. You can carry your own state in any game you want - for example remember who starts with what move in rock paper scissors, but that doesn't make that game stateful. It's the player's decision (or bot's implementation) to use any extra state or not.
I wrote "previous moves" specifically (and the extra bits already addressed elsewhere), but the LLM can carry/rebuild its internal state between the steps.
So even if the rules of chess are (mostly) stateless, the resulting game itself is not.
Thus, you can't dismiss concerns about LLMs having difficulty tracking state by saying that chess is stateless. It's not, in that sense.
Maybe good chess, but not perfect chess. That would by definition be game-theoretically optimal, which in turn implies having to maintain no state other than your position in a large but precomputable game tree.
Here's the opposite theory: Language encodes objective reasoning (or at least, it does some of the time). A sufficiently large ANN trained on sufficiently large amounts of text will develop internal mechanisms of reasoning that can be applied to domains outside of language.
Based on what we are currently seeing LLMs do, I'm becoming more and more convinced that this is the correct picture.
So in practice, your position actually includes the log of all moves to that point. That’s a lot more state than just what you can see on the board.
It’s hard to explain emerging mechanisms because of the nature of generation, which is one-pass sequential matrix reduction. I say this while waving my hands, but listen. Reasoning is similar to Turing complete algorithms, and what LLMs can become through training is similar to limited pushdown automata at best. I think this is a good conceptual handle for it.
“Line of thought” is an interesting way to loop the process back, but it doesn’t show that much improvement, afaiu, and still is finite.
Otoh, a chess player takes as much time and “loops” as they need to get the result (ignoring competitive time limits).
“The game is not automatically drawn if a position occurs for the third time – one of the players, on their turn, must claim the draw with the arbiter. The claim must be made either before making the move which will produce the third repetition, or after the opponent has made a move producing a third repetition. By contrast, the fivefold repetition rule requires the arbiter to intervene and declare the game drawn if the same position occurs five times, needing no claim by the players.”
while it can be played as stateless, remembering previous moves gives you insight into potential strategy that is being build.
So... unless I'm understanding something incorrectly, something like "the three last moves plus 17 bits of state" (plus the current board state) should be enough to treat chess as a memoryless process. Doesn't seem like too much to track.
This means you do need to store the last 50 board positions in the worst case. Normally you need to store less because many moves are irreversible (pawns cannot go backwards, pieces cannot be un-captured).