Publication in BibTeX Format
@TECHREPORT{AICPub633:1984,
AUTHOR={Konolige, Kurt},
TITLE={Belief and Incompleteness},
ADDRESS={333 Ravenswood Ave., Menlo Park, CA 94025},
INSTITUTION={AI Center, SRI International},
MONTH={Jan},
NUMBER={319},
YEAR={1984},
ABSTRACT={Two artificially intelligent (AI) computer agents begin to play a game
of chess, and the following conversation ensues:
- S1: Do you know
the rules of chess?
- S2: Yes.
- S1: Then you know whether White has
a forced initial win or not.
- S2: Upon reflection, I realize that I must.
- S1: Then there is no reason to play.
- S2: No.
Both agents are
state-of-the-art constructions, incorporating the latest AI research in chess
playing, natural-language understanding, planning, etc. But because of the
overwhelming combinatorics of chess, neither they nor the fastest foreseeable
computers would be able to search the entire game tree to find out whether
White has a forced win. Why then do they come to such an odd conclusion about
their own knowledge of the game? The chess scenario is an anecdotal example
of the way inaccurate cognitive models can lead to behavior that is less than
intelligent in artificial agents. In this case, the agentsÂ’ model of belief
is not correct. They make the assumption that an agent actually knows all the
consequences of his beliefs. S1 knows that chess is a finite game, and thus
reasons that, in principle, knowing the rules of chess is all that is required
to figure out whether White has a forced initial win. After learning that S2
does indeed know the rules of chess, he comes to the erroneous conclusion that
S2 also knows this particular consequence of the rules. and S2 himself, reflecting
on his own knowledge in the same manner, arrives at the same conclusion, even
though in actual fact he could never carry out the computations necessary to
demonstrate it.}
}