I wish I could interrupt the mainstream train of thought and derail it in order to get someone to understand that it now can be declared the Russian meddling probes are a distraction from what is truly going on.
Now that we are being told by the President that Russia meddled in the 2016 elections, I am curious as what is to be done about it and how to we conclude that the Russia is an enemy and that Trump has committed an act of treason.
I want to say that the real enemy is the mainstream media who is now framing a dangerous narrative which is distracting us from what needs to be reported and investigated.
China is now moving its chess pieces as we are focusing on Russia and they are certainly being strident and no one is noticing.
When our DARPA whistleblower “Sam” called in to give us information about a possible attack on a diplomat during the Trump summit – he said that he believed the Chinese are responsible for using the secret Medusa weapon. A listener from Florida called the show to say that he was a Cuban who claimed to have been a witness to the mysterious cases of the diplomats who were victims of mind control and sonic torture.
He stated that he believed that the Chinese were involved in the Cuban, Chinese Embassy and Singapore Summit attacks.
Now new revelations again create a compelling conspiracy that needs to be addressed.
According to Patrick Tucker of Defense One, four days before U.S. and Russian leaders met in Helsinki, hackers from China launched a wave of brute-force attacks on internet-connected devices in Finland, seeking to gain control of gear that could collect audio or visual intelligence.
Traffic aimed at remote command-and-control features for Finnish internet-connected devices began to spike July 12, according to a July 19 report by Seattle-based cybersecurity company, F5.
Finland is not typically a top attacked country; it receives a small number of attacks on a regular basis,” the report says.
China generally originates the largest chunk of such attacks; in May, Chinese attacks accounted for 29 percent of the total. But as attacks began to spike on July 12, China’s share rose to 34 percent, the report said. Attacks jumped 2,800 percent.
The China-based hackers’ primary target was SSH (or Secure Shell) Port 22 — not a physical destination but a specific set of instructions for routing a message to the right destination when the message hits the server.
It’s the sort of attack that’s easier for actors with lots of human and computer power to throw at the problem, but hardly exclusive to them.
The attackers also heavily targeted Session Initiation Protocol, or SIP, Port 5060, used by teleconferencing software and internet-based phone apps.
China wasn’t alone in trying to gain access to Helsinki’s internet-connected devices in the lead-up to the July 16 summit. Attack traffic came from the U.S., France, and Italy as well, in that order. But the U.S. and French traffic was in keeping with averages. Russian attack traffic dropped considerably from third, its usual spot, to fifth. German attack traffic jumped.
Speaking at the Aspen Security Forum on Wednesday evening, FBI director Christopher Wray commented that “China from a counterintelligence perspective represents the broadest, most pervasive, most threatening challenge we face as a country.”
We are focusing on Russia meddling when we should be keeping our eyes on China, which last time I checked is a Communist country.
“Using a universally relevant metaphor, Zbigniew Brzezinski,
former National Security Adviser to US president Jimmy Carter,
wrote in The Grand Chessboard,
published in 1997 (http://www.takeoverworld.info/Grand_Chessboard.pdf): “Eurasia is the chessboard on which the struggle for global primacy continues to be played.” China’s New Silk Road strategy certainly integrates the importance of Eurasia but it also neutralizes the US pivot to Asia by enveloping it in a move which is broader both in space and in time: an approach inspired by the intelligence of Weiqi has outwitted the calculation of a chess player.”
“The chronicle by Japanese writer Kawabata Yasunari (1899-1972) of an intense intellectual duel, translated in English as The Master of Go,
contributed to the popularity of the game in the West, but Weiqi is a product of the Chinese civilization and spread over time in the educated circles of Northeast Asia. Kawabata, who viewed the Master as one of his favorite creations, knew that for China the game of “abundant spiritual powers encompassed the principles of nature and the universe of human life,” and that the Chinese had named it “the diversion of the immortals.”
(http://www.huffingtonpost.com/david-gosset/weiqi-versus-chess_b_6974686.html)
Several years ago I contrasted the number of players in the US Chess Open with the number of players in the US Go Congress, posting the findings on the United States Chess Federation forum, and was excoriated for so doing, except for one person, Michael Mulford, who put the nattering nabobs of negativism to shame by congratulating me for “good work.” Basically, the numbers showed Chess losing players while Go had gained enough to have caught up with, and surpassed, Chess. It has continued to the point that if one thinks of it as a graph, with Chess in the top left hand corner; and Go in the bottom left hand corner, an “X” would appear.
I have spent some time recently cogitating about why this has come to pass. Certainly world Chess (FIDE) being administered as a criminal enterprise for at least a quarter of a century has not helped the cause of the Royal game. It has not helped that members of the USCF policy board have stated things like it being better to work within a corrupt system than to leave the corrupt system. See my post, Scott Parker Versus Allen Priest, of November 29, 2017 (https://xpertchesslessons.wordpress.com/?s=alan+priest)
Now that the bank account of FIDE, the world governing body of Chess, has been closed I do not foresee anything but further decline for the game of Chess. IM Malcolm Pein,
Mr. Everything tin British Chess, commented for Chessdom, “The statement from the FIDE Treasurer was alarming to say the least, but not totally unexpected. As the statement said, we had been warned. All legal means should be used to remove Ilyumzhinov
from office as soon as possible. Taking away his executive authority has not been good enough for the bank and FIDE will experience difficulty finding another institution to handle it’s accounts and this threatens the viability of the organisation. ((http://www.chessdom.com/trouble-for-chess-as-swiss-bank-account-closed/))
Although both Weiqi (Go in America) and Chess are board games there are major differences between the two. The following encapsulates the drastic difference between the two games:
R. Saxon, Member of a GO club in Tokyo (3k). USCF B rated at chess
Updated Mar 14 2017
From my experience, GO players are far friendlier and more polite than Chess players, who are prone to both trash talk and to gloating after a win. This is especially true for club players and younger players. Chess players may engage in gamesmanship to psych out their opponent. I’ve known quite a few superb Chess players that were real nut cases. More than just a few, actually.
That has not been my experience with GO players. GO players are almost always successful and well-adjusted outside of GO. GO players are willing to say with sincerity that they enjoyed a game that they just lost. I don’t recall a Chess player ever being so gracious.
The nature of the game is a good indicator of the personality of the players that like them. Chess is an attacking game in which you try to control the center. It’s very direct and may be over quickly if a player makes a mistake. The idea of a “Checkmate” is like a home run or a touchdown. It’s a sudden and dramatic moment that appeals to a particular type of person.
Chess appeals to people who like to attack and who savor the win over the process.
GO, on the hand, is a slower game which starts at the corners and edges and only gradually moves to the center. It’s extremely complicated, but in a subtle way. GO strategy is indirect. It’s a game of influence and efficiency more than a game of capture. The best players are those that know how to sacrifice pieces for territory elsewhere or to take the initiative. Making tradeoffs are key. There’s usually no “checkmate” type moment or fast victory.
GO is a game of patience and position. It appeals to very bright people who don’t expect to win quickly but who are willing to earn success one small step at a time. GO players enjoy the process as much as the win.
(https://www.quora.com/What-do-chess-players-think-of-Go-and-Go-players)
There are many Chess players involved with Go. Natasha Regan,
a Woman Chess International Master who has represented the English women’s team at both Chess and Go, says: “When I learnt Go I was fascinated. It has a similar mix of strategy and tactics that you find in Chess and, with just a few simple rules, Go uncovers a whole new world of possibilities and creativity. Chess players may also find that they can use their Chess experience to improve in Go very quickly. I highly recommend learning this ancient but ever new game!” (https://www.britgo.org/learners/chessgo.html)
Consider, for example, this by Mike Klein: “Many cultures have nationally popular strategy games, but rarely do top chess players “cross the streams” and take other games seriously. That is not the case with GMs Tiger Hillarp Persson and Alexander Morozevich,
AlphaGo has done for the game of Go in America what Bobby Fischer did for the game of Chess when he defeated the World Chess Champion, Boris Spassky, in 1972.
The number of people playing Go has increased dramatically in the past few years. After the world-wide release of a new movie about Go, The Surrounding Game,
the number of people playing Go will increase exponentially. In a very short period of time the game of Go will be unrivaled, leaving all other board games in its wake.
Sometime around 1980 a place named Gammons opened in the Peachtree Piedmont shopping center located in the section of Atlanta called Buckhead, the “high-end” district of Atlanta. In was a restaurant/bar, which contained tables with inlaid Backgammon boards.
I quit my job at a bookstore and began punching the proverbial time clock at Gammons, which closed at four am. The Backgammon craze burned brightly for a short period of time, as do most fads, such as putt-putt. Few remember the time when putt-putt was so popular it was on television, and the professional putters earned as much, if not more, that professional golfers.
(http://www.nytimes.com/2005/07/24/magazine/putting-for-the-fences.html)
Although quite popular for centuries, Chess lost its luster after the human World Chess Champion, Garry Kasparov, was defeated by a computer program known as Deep Blue,
a product of the IBM corporation. The defeat by AlphaGo, a computer program from Google’s Deep Mind project, of first Lee Sedol,
one of the all-time great Go players, and then Ke Jie,
currently the top human Go player in the world, has, unlike Chess, been a tremendous boon for the ancient game of Go, which is riding a crest of popularity, while interest in Chess has waned.
I have wondered about the situation in the world considering the rise of China and the decline of the USA.
Also to be considered is the stark difference between the two games. It could be that the people of the planet are moving away from the brutal, war like, mindset of a war like game such as Chess and toward a more cerebral game such as Go.
the pieces with a certain preordained constraint of movement are on the board when the game begins, the grid is empty at the opening of the Weiqi game. During a chess game, one subtracts pieces; in Weiqi, one adds stones to the surface of the board. In the Classic of Weiqi, the author remarks that “since ancient times, one has never seen two identical Weiqi games.”
Last June an article by Jonathan Schaeffer, Martin Müller & Akihiro Kishimoto, AIs Have Mastered Chess. Will Go Be Next? was published. “Randomness could trump expertise in this ancient game of strategy,” followed. “Jonathan Schaeffer, a computer science professor at the University of Alberta, in Canada, had been creating game-playing artificial intelligence programs for 15 years when Martin Müller and Akihiro Kishimoto came to the university in 1999 as a professor and graduate student, respectively. Kishimoto has since left for IBM Research–Ireland, but the work goes on—and Schaeffer now finds it plausible that a computer will beat Go’s grand masters soon. “Ten years ago, I thought that wouldn’t happen in my lifetime,” he says.” (http://spectrum.ieee.org/robotics/artificial-intelligence/ais-have-mastered-chess-will-go-be-next)
Jonathan Schaeffer is the man behind Chinook, the computer program that solved Checkers. You can find the paper, Checkers is Solved, to learn about the proof here: (http://webdocs.cs.ualberta.ca/~chinook/)
He has also revised his book first published in 1997, One Jump Ahead: Computer Perfection at Checkers, which I read years ago. Jonathan Schaeffer is like E. F. Hutton in that when he talks about a computer game program, you listen.
For years I have followed news of computer Go programs. Before sitting down to punch & poke I searched for the latest news, coming up empty. This as good news for humans because Go is the last board game bastion holding against machine power. It is also the world’s oldest, and most complicated, board game. It “originated in ancient China more than 2,500 years ago. It was considered one of the four essential arts of a cultured Chinese scholar in antiquity. Its earliest written reference dates back to the Confucian Analects.” (https://en.wikipedia.org/wiki/Go_%28game%29)
Schaeffer and his group have developed a Go-playing computer program, Fuego, an open-source program that was developed at the University of Alberta. From the article, “For decades, researchers have taught computers to play games in order to test their cognitive abilities against those of humans. In 1997, when an IBM computer called Deep Blue beat Garry Kasparov, the reigning world champion, at chess, many people assumed that computer scientists would eventually develop artificial intelligences that could triumph at any game. Go, however, with its dizzying array of possible moves, continued to stymie the best efforts of AI researchers.”
In 2009 Fuego “…defeated a world-class human Go player in a no-handicap game for the first time in history. Although that game was played on a small board, not the board used in official tournaments, Fuego’s win was seen as a major milestone.”
They write, “Remarkably, the Fuego program didn’t triumph because it had a better grasp of Go strategy. And although it considered millions of possible moves during each turn, it didn’t come close to performing an exhaustive search of all the possible game paths. Instead, Fuego was a know-nothing machine that based its decisions on random choices and statistics.”
I like the part about it being a “know-nothing machine.” I have often wondered if humans, like Jonathan Schaeffer, who are devoting their lives to the development of “thinking” machines, will be reviled by future generations of humans as is the case in the Terminator movies. It could be that in the future humans will say, “Hitler was nothing compared to the evil SCHAEFFER!” If I were supreme world controller a command would be issued ending the attempts to crack Go, leaving my subjects one beautiful game not consigned to the dustbin of history, as has been the fate of checkers. I fear it is only a matter of time before chess meets the same fate. GM Parimarjan Negi was asked in the “Just Checking” Q&A of the best chess magazine in the history of the universe, New In Chess 2014/6, “What will be the nationality of the 2050 World Champion?” He answered the question by posing one of his own, “Will we still have a world championship?” Good question. I would have to live to one hundred to see that question answered. Only former President of the GCA, and Georgia Senior Champion, Scott Parker will live that long, possibly still be pushing wood in 2050, if wood is still being pushed…
The article continues, “The recipe for building a superhuman chess program is now well established. You start by listing all possible moves, the responses to the moves, and the responses to the responses, generating a branching tree that grows as big as computational resources allow. To evaluate the game positions at the end of the branches, the program needs some chess knowledge, such as the value of each piece and the utility of its location on the board. Then you refine the algorithm, say by “pruning” away branches that obviously involve bad play on either side, so that the program can search the remaining branches more deeply. Set the program to run as fast as possible on one or more computers and voilà, you have a grand master chess player. This recipe has proven successful not only for chess but also for such games as checkers and Othello. It is one of the great success stories of AI research.”
Voilà, indeed.
“Go is another matter entirely,” they write, “The game has changed little since it was invented in China thousands of years ago, and millions around the world still enjoy playing it.”
But for how long?
“Game play sounds simple in theory: Two players take turns placing stones on the board to occupy territories and surround the opponent’s stones, earning points for their successes. Yet the scope of Go makes it extremely difficult—perhaps impossible—for a program to master the game with the traditional search-and-evaluate approach.”
This is because, “For starters, the complexity of the search algorithm depends in large part on the branching factor—the number of possible moves at every turn. For chess, that factor is roughly 40, and a typical chess game lasts for about 50 moves. In Go, the branching factor can be more than 250, and a game goes on for about 350 moves. The proliferation of options in Go quickly becomes too much for a standard search algorithm.”
Hooray! That is the good news, and there is more…”There’s also a bigger problem: While it’s fairly easy to define the value of positions in chess, it’s enormously difficult to do so on a Go board. In chess-playing programs, a relatively simple evaluation function adds up the material value of pieces (a queen, for example, has a higher value than a pawn) and computes the value of their locations on the board based on their potential to attack or be attacked. Compared with that of chess pieces, the value of individual Go stones is much lower. Therefore the evaluation of a Go position is based on all the stones’ locations, and on judgments about which of them will eventually be captured and which will stay safe during the shifting course of a long game. To make this assessment, human players rely on both a deep tactical understanding of the game and a clear-eyed appraisal of the overall board situation. Go masters consider the strength of various groups of stones and look at the potential to create, expand, or conquer territories across the board.”
This sounds good so far, but then they continue, “Rather than try to teach a Go-playing program how to perform this complex assessment, we’ve found that the best solution is to skip the evaluation process entirely.”
Oh no, Mr. Bill!
“Over the past decade, several research groups have pioneered a new search paradigm for games, and the technique actually has a chance at cracking Go. Surprisingly, it’s based on sequences of random moves. In its simplest form, this approach, called Monte Carlo tree search (MCTS), eschews all knowledge of the desirability of game positions. A program that uses MCTS need only know the rules of the game.”
I do not know about you, but I am hoping, “What happens in Monte Carlo stays in Monte Carlo.” Do you get the feeling we are about to be Three Card Monte Carloed?
“From the current configuration of stones on the board, the program simulates a random sequence of legal moves (playing moves for both opponents) until the end of the game is reached, resulting in a win or loss. It automatically does this over and over. The magic comes from the use of statistics. The evaluation of a position can be defined as the frequency with which random move sequences originating in that position lead to a win. For instance, the program might determine that when move A is played, random sequences of moves result in a win 73 percent of the time, while move B leads to a win only 54 percent of the time. It’s a shockingly simple metric.”
“Shockingly simple,” my jackass. There is much more to the article, including this, “The best policies for expanding the tree also rely on a decision-making shortcut called rapid action value estimation (RAVE). The RAVE component tells the program to collect another set of statistics during each simulation.”
As in “Raving lunatic.” The article provides a list of what current computer programs have done to games, and how they rate in “…two-player games without chance or hidden information…”
TIC-TAC-TOE (Game positions, 10 to the 4th power) = Toast
OWARE (Game positions, 10 to the 11th power) = Fried
CHECKERS (Game positions, 10 to the 20th power)= Cooked
OTHELLO (Game positions, 10 to the 28th power)= Superhuman
CHESS (Game positions, 10 to the 45th power) = Superhuman
XIANGQI (CHINESE CHESS) (Game positions, 10 to the 48th power) = Best Professional
SHOGI (JAPANESE CHESS) (Game positions, 10 to the 70th power) = Strong Professional
GO = (Game positions, 10 to the 172th power) = Strong Amateur
They end the article by writing, “But there may come a day soon when an AI will be able to conquer any game we set it to, without a bit of knowledge to its name. If that day comes, we will raise a wry cheer for the triumph of ignorance.”
I would much prefer to raise a stein and drown my sorrows to that…