Game Theory and Mathematics in Chess
Authors note: This was written a few years ago for a game design class. This was also written when I was on a game theory kick. Its possibly one of the most analytic things I've written.
Checkmate:
It’s one of the most dreaded words in the western lexicon. Its mere utterance
has the ability to strike fear into the heart of even the most battle-tested
opponent. The ubiquity of chess cannot be overstated, as it is possibly the
most widely recognized game in the western world; but what is really happening
inside the minds of the players and on the chessboard itself? Here we will take
a deeper look into the game and analyze it using a branch of behavioral science
known as game theory (that is, the way in which the players make decisions and
interact with each other during play), and then examine how those decisions
manifest themselves on the chessboard from a mathematical perspective using payoff
matrices and decision trees.
Everyday
we make decisions and every time we undergo the process of making them, we play
a game. The original necessity that brought about the development of game
theory, according to its creators John Von Neumann and Oskar Morgenstern, was
“…the attempt to find an exact description of the endeavor of the individual to
obtain a maximum utility, or, in the case of the entrepreneur, a maximum of
profit.”[1]
Originally, game theory was a method of understanding the way in which
individuals interact given their competing self interests in economic terms. Chess,
although no explicitly economic entity, also fits the description of what may
be subjected to game theory analysis; instead of “maximum of profit” read
“maximum chances of winning”, seeing as how “profit” in an economic game is the
equivalent of “winning” in a board game.
The
payoff matrix is the most common way to model decisions in games. Chess is a
two-person, non-cooperative, zero-sum game. Non-cooperative in that “…the
players are unable to make contractual agreements with one another.” [2]
and zero-sum in that the game “represents a closed system: everything someone
wins must be lost by someone else.”[3] Because
chess is so complicated we will select a simpler two-person non-cooperative
game to illustrate with a matrix, and then do the same for chess. The following
is the payoff matrix for rock-paper-scissors (the left column being what the
player chooses):[4]
Player 1
|
Scissors
|
Rock
|
Paper
|
Scissors
|
0
|
-1
|
1
|
Rock
|
1
|
0
|
-1
|
Paper
|
-1
|
1
|
0
|
In this example, 0’s represent
ties, 1’s represent wins, and -1’s represent losses. Conversely, this is the
table for the second player:[5]
Player
2
|
Scissors
|
Rock
|
Paper
|
Scissors
|
0
|
1
|
-1
|
Rock
|
-1
|
0
|
1
|
Paper
|
1
|
-1
|
0
|
Notice how if both players’ payoff
matrices were arithmetically added, the sum would be zero ([Player 1] + [Player
2] = 0), hence the mathematical model for zero-sum games.
The
question arises: what is the payoff matrix for chess look like? The following
is the payoff matrix for chess (assume board is reset into starting position
and ellipses indicate intermediate moves):
a3
|
a4
|
b3
|
b4
|
…
|
Na3
|
Nc3
|
Nf3
|
Nh3
|
|
a3
|
0
|
0
|
0
|
0
|
…
|
0
|
0
|
0
|
0
|
a4
|
0
|
0
|
0
|
0
|
…
|
0
|
0
|
0
|
0
|
b3
|
0
|
0
|
0
|
0
|
…
|
0
|
0
|
0
|
0
|
b4
|
0
|
0
|
0
|
0
|
…
|
0
|
0
|
0
|
0
|
…
|
…
|
…
|
…
|
…
|
…
|
…
|
…
|
…
|
…
|
Na3
|
0
|
0
|
0
|
0
|
…
|
0
|
0
|
0
|
0
|
Nc3
|
0
|
0
|
0
|
0
|
...
|
0
|
0
|
0
|
0
|
Nf3
|
0
|
0
|
0
|
0
|
…
|
0
|
0
|
0
|
0
|
Nh3
|
0
|
0
|
0
|
0
|
…
|
0
|
0
|
0
|
0
|
It becomes obvious that the matrix
for chess is vastly more complicated than for rock-paper-scissors, but also
that every combination of moves results in a 0. Unlike rock-paper-scissors, chess
is a multi-stage game and neither combination of moves by either player on the
first turn would end the game, thus resulting in a temporary tie until the next
turn. Chess is still considered a
zero-sum game regardless of the limitations of the payoff matrix because the
end of the game always results in a player winning, a player losing, or a
stalemate. So, the implied payoff matrix over
the course of the entire game looks like this (and of course vice versa for
the other player):
Player 1 Strategy A
|
Player 1 Strategy B
|
Player 1 Strategy C
|
|
Player 2 Strategy A
|
0 (Stalemate)
|
-1
|
1
|
Player 2 Strategy B
|
1
|
0
|
-1
|
Player 2 Strategy C
|
-1
|
1
|
0
|
It becomes clear
that a chess player would find using a payoff matrix rather impractical, seeing
as how the matrix tells the player nothing about what their next move should be
(granted as more pieces are captured the matrix becomes simpler and simpler,
but even so the values would remain 0’s unless one particular set of moves
would result in a checkmate for either player). The preferred way to model
complex decisions by those actually playing chess are decision trees, which are
more suited to the multi-stage/multi-decision nature of chess. As was done with the payoff matrices, a simple
game will be chosen to explain the process then the decision tree will be
applied to chess.
Consider this tree that is created
by a plaintiff carrying out a legal dispute with a defendant:[6]
As one can see, multi-stage games
are much more complex than a single decision game. The tree allows the players
to see all possible outcomes before they even start the game, unlike payoff
matrices which only allow the player to see one move into the future. Game
theory comes into play when the players try to influence the tree to achieve
their own objectives. For example the ideal objective for the defendant would
be for the plaintiff to drop the case, if the defendant is unable to get the
plaintiff to drop then defendant tries to settle and if that fails proceeds to
go to court. Conversely the defendant may wish to do the opposite and go
directly to court, if they believe that variable y is insufficient or that
their legal counsel is superior to the plaintiffs’.
If
one were to create a complete decision
tree for a game of chess, it would take them an extraordinary amount of time to
complete, seeing as how there are 400 possible moves in the first turn alone.
So instead here is the implied tree:
It’s important to point out here
that chess players rarely think on such a large, general scale as implied by
the figure above, instead when considering their next move they think of only
the moves relevant to their strategy. For example, a seasoned player would
never even consider moving a pawn c5:c6 if there are only five other pieces on
the board (that is, during endgame stage), doing so would result in essentially
a wasted move and would give the opponent offensive control of the board unless
the player as a reason for doing so (block check, set a trap, or others). So
rather than keeping a complete tree in their head (which is impossible), or the
implied tree (which is essentially useless), they focus on specific sections of
the complete tree that are relevant to the conditions on the board and to their
overall or current strategy.
Any
casual observer of chess can easily see that it is an incredibly deep game, but
what often goes unappreciated is the degree of mental acuity that chess demands
of the players. However, this intensity is possibly what gives chess its
mystique and appeal. To the unaware onlooker it is just two people quietly
moving pieces around a board, but for the players themselves it is a struggle;
planning traps for the opponent ten moves in advance, keeping large sections of
a massively elaborate decision tree in mind at all times, and patiently waiting
till the moment that they make their final move and are able to say loudly and
confidently: “Checkmate”.
Works
Cited
Burger, Ewald. Introduction
to the Theory of Games. Englewood
Cliffs, NJ: Prentice Hall, INC, 1963.
Friedman, James
W. Game Theory With Applications to Economics. Oxford ,
NY : Oxford
University Press, 1986.
Gintis, Herbert. Game
Theory Evolving. Princeton , NJ : Princeton
University Press, 2000.
Owen, Guillermo. Game
Theory. Philadelphia , PA : W.B. Saunders Co., 1968.
Von Neumann,
John, and Oskar Morgenstern. Theory of Games and Economic Behavior. Princeton , NJ : Princeton University Press, 1947
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