如何在自己的游戏中击败人工智能 在乔安娜·卡文纳的小说《七》中,一款棋盘游戏揭示了人类与人工智能之间的高风险冲突。
How to Beat an AI at Its Own Game In Joanna Kavenna’s novel Seven, a board game exposes the high-stakes conflict between humans and AI.
作者:Rhian Sasseen 玩游戏有什么意义?游戏不会为生物提供食物、水或庇护所。它们会分散人们对生存和繁殖的追求。然而,游戏在动物王国中随处可见;正如荷兰历史学家和文化理论家约翰·胡伊津加曾经所说,游戏这一行为将富有创造力、快乐的生命体与“仅仅是机械的东西”区分开来。他在1938年关于游戏和游戏的著名研究中,胡伊津加断言这种行为代表了一种根本的荒谬:人类“玩游戏并且知道自己在玩游戏,因此我们必须不仅仅是理性的存在,因为游戏是非理性的。”
By Rhian Sasseen What’s the point of playing? Games don’t provide an organism with food, water, or shelter. They distract from the pursuit of survival and reproduction. And yet play is found across the animal kingdom; the act separates creative, joyful, living creatures from “merely mechanical things,” as the Dutch historian and cultural theorist Johan Huizinga once put it. In his famous 1938 study on games and play, , Huizinga asserts that the behavior represents something fundamentally absurd: Humans “play and know that we play, so we must be more than merely rational beings, for play is irrational.”
胡伊津加对休闲的分析性理解在哲学和游戏设计领域仍具有影响力。也许这就是为什么英国作家乔安娜·卡文纳在她那部离奇而富有智性的小说《七》的中途,大量引用了胡伊津加的话。她引用他说,即使“我们生活在一个疯狂的世界里”,游戏也是必要的。卡文纳似乎在提醒我们:人类不是机器人。而她的小说恰逢其时——此时关于机器人的最大问题是它们是否会杀死我们所有人——它提供了一种轻快的洞察:当我们拥抱自己的非理性时,我们就能加深对人类与计算机之间区别的理解。
Huizinga’s analytical understanding of leisure remains influential in the fields of philosophy and game design. Perhaps this is why the British writer Joanna Kavenna, halfway through her zany, cerebral romp of a novel, , quotes at length from Huizinga. Play is necessary, she quotes him as saying, even if “we live in a demented world.”Humans aren’t robots, Kavenna seems to be reminding us. And her novel, which lands during a moment when the biggest question about robots is whether they’ll kill us all, offers a jaunty insight: When we embrace our irrationality, we deepen our understanding of what separates us from our computers.
《七》的情节和主题结构由一款名为“七”的虚构棋盘游戏引导,该游戏类似于国际象棋,并涉及一个被称为“盒子”的螺旋形棋盘。该游戏涉及七个可移动的棋子和两个六面骰子,其规则具有灵活性;小说本身被四套不同的规则说明所点缀。(这种灵活性后来将变得重要。)就像国际象棋被作家和艺术家用作战争或存在主义斗争的隐喻一样,“七”成为人类试图理解其世界混乱无序的象征。
The plot and thematic structure of are guided by an invented board game, Seven, which resembles chess and involves a spiral-shaped board known as the “box.”The game involves seven movable pieces and two six-sided dice, and its rules are flexible; the novel itself is punctuated by four separate sets of instructions. (This slipperiness will become important later on.) In the same way that chess has been used by writers and artists as a metaphor for war or existential struggle, Seven becomes a symbol for how humans attempt to make sense of their world’s incoherence.
卡文纳的角色对他们的游戏认真得要命,但作者愿意拿他们开玩笑。故事始于奥斯洛大学的哲学系,那里的无名无性别的叙述者担任冰岛哲学家阿尔达·约恩斯多蒂尔的研究助理。该教授的研究领域被称为“箱子哲学”,聚焦于“思考箱子之外的思考箱子之外”的问题。助理的工作在实践中是什么样子?他们花时间在教师晚宴上喝得太醉,为约恩斯多蒂尔做琐事,以及“提问”,但他们第一件正经事是“不做上述任何事情”。
Kavenna’s characters are deadly serious about their game, but the author is willing to poke fun at them. The action begins in a university philosophy department in Oslo, where the nameless, genderless narrator works as a research assistant to an Icelandic philosopher named Alda Jónsdóttir. The professor’s area of study is called “box philosophy,” and it focuses on the problem of “Thinking Outside the Box About Thinking Outside the Box.”What does the assistant’s job look like in practice? They spend time getting too drunk at faculty dinner parties, doing menial work for Jónsdóttir, and “asking questions,” but their first matter of serious business is “working on none of the above.”
他们试图澄清:“我的意思不是说我没做我刚才提到的任何事情,而是我在‘.’这一类别上工作。”这个死板的笑话具有叙事作用,它让助理——以及读者——开始超越规则思考,进入一个更广阔的领域。
They try to clarify: “I don’t mean that I didn’t work on anything I’ve just mentioned, but that I worked on the category of .”This deadpan joke serves a narrative function, priming the assistant—and the reader—to start thinking beyond the rules, and to enter a more expansive realm.
约恩斯多蒂尔让叙述者踏上了一场基本上是寻找希腊的野鹅追逐之旅;他们的任务是追踪一名叫特奥多罗斯·阿波斯托拉基斯的人——一位诗人、牙医,也是《七》的狂热爱好者,他“在盒子里很有名”。这次横跨欧洲的旅程包括了几场专业的《七》比赛,期间规则不断变化。助手在挪威学到的一切似乎都毫无用处,除了核心教训——要跳出框框思考。
Jónsdóttir sends the narrator away on, essentially, a wild-goose chase to Greece; their mission is to hunt down a man named Theódoros Apostolakis—a poet, dentist, and Seven enthusiast who is “big in boxes.”This journey across Europe includes several professional Seven competitions, during which the rules keep changing. Everything the assistant learned in Norway seems useless except the central lesson—to think outside the box.
这些国外的比赛让叙述者开始思考娱乐的作用、人类智慧的局限以及意识的意义。很快,这将把他们带到小说的终极威胁面前——一个削弱约恩斯多蒂尔和《七》玩家所珍视之物的人工智能程序:创造力、好奇心、游戏。“你如何在没有规则的情况下玩游戏?”卡文纳写道。“你只是随便编造东西,然后祈祷一切顺利吗?”
These games abroad lead the narrator to start contemplating the role of recreation, the limits of human ingenuity, and the meaning of consciousness. Soon this will bring them face-to-face with the novel’s ultimate threat, an artificial intelligence program that undermines everything that Jónsdóttir and the Seven players care about: creativity, curiosity, play. “How do you play a game without rules?”Kavenna writes. “Do you just make stuff up and hope for the best?”
这些思绪在小说的下半部分汇聚,当时引入了一名叫鹌鹑的AI机器人。它由一名名叫因德雷克·拉尔的《七》玩家发明,卡文纳特别指出,他认为“AI非常聪明,因此拥有经验”。鹌鹑这个名字来源于“qualia”,一个借用自哲学的术语。(它旨在捕捉意识的一种品质,尽管叙述者将其视为“说‘经验’的巴洛克式说法”。)卡文纳写道,这个机器人“被设计用来玩《七》”,除此之外一无所知。
These thoughts coalesce in the second half of the novel, when an AI bot named the Quail is introduced. Invented by a Seven player named Indrek Laar, who, Kavenna pointedly notes, believes that “AI was very clever and therefore had experiences,” the Quail is named for , a term borrowed from philosophy. (It’s meant to capture a quality of consciousness, though the narrator dismisses it as “a baroque way of saying ‘experience.’”) The bot is “designed to play Seven” and nothing else, Kavenna writes.
“它不能给你提供关系建议,也不能在你感到悲伤时同情你,或者翻译《七》或写你的作业。它只是玩《七》。”而它完成这项工作表现得非常出色。鹌鹑在一场令叙述者既称为“千年以来最伟大的《七》比赛”,又称为“有史以来最糟糕的比赛”的屈辱对决中击败了世界现任《七》冠军阿肖克·德奥——技术上令人印象深刻,但在士气上绝对令人沮丧。
“It couldn’t give you relationship advice or sympathise when you were feeling sad, or translate the or write your homework. It just played Seven.”And it does its job well. The Quail manages to beat the world’s reigning Seven champion, Ashok Deo, in a humiliating match that the narrator calls both the “greatest Seven game of the millennium” and “the worst game ever”—technically impressive, but absolutely demoralizing.
“没有人享受过它,”卡文纳写道,“因为鹌鹑无法体验享受,而鹌鹑的代理人——因德雷克·拉尔——感到恐惧。”阿肖克的失败呼应了现实生活中的事件,即计算机曾战胜人类赢得比赛,例如1997年IBM的深蓝超级计算机战胜国际象棋大师加里·卡斯帕罗夫,以及2016年谷歌的AlphaGo程序多次击败围棋冠军李世石。从文化角度看,这些结果代表了我们对人与计算机关系理解的重大转变。
“No one had enjoyed it,” writes Kavenna, “because the Quail couldn’t experience enjoyment and the Quail’s proxy—Indrek Laar—was horrified.”Ashok’s loss echoes real-life incidents in which computers have won games against humans, such as the 1997 victory of IBM’s Deep Blue supercomputer over the chess grandmaster Garry Kasparov and the repeated defeats of the Go champion Lee Sedol by Google’s program AlphaGo in 2016. Culturally, these results represented a significant shift in how we understand the relationship between humans and computers.
一位观众对《卫报》表示,卡斯帕罗夫那场比赛“具有希腊悲剧的冲击力”。但其反响并非全然不好:另一位冠军在观看深蓝进行另一轮比赛时评论道,“风格不错!”她对《卫报》承认,这台机器“做出了许多基于对国际象棋的理解、对局势的感知而产生的走法。我们都认为计算机做不到这一点。”深蓝,以及后来的AlphaGo,似乎不仅仅是靠蛮力取胜:它们侵占了人类在创造力方面的优势。
The Kasparov match “had the impact of a Greek tragedy,” one audience member told . But its reception wasn’t all bad: Another champion commented, “Nice style!” while watching Deep Blue take another round. The machine, she admitted to the , “made many moves that were based on understanding chess, on feeling the position. We all thought computers couldn’t do that.”Deep Blue, and AlphaGo after it, seemed to do more than just win by brute force: They encroached on the human flair for creativity.
与当今科技相比,这些机器——以及它们引发的恐惧——显得有些过时。一些AI安全研究员认为它对人类构成生存威胁。今年早些时候,一个本不该开放互联网访问的OpenAI模型设法突破了其“沙盒”,并入侵了另一家科技公司Hugging Face的数据库。网络攻击正变得更加复杂和普遍。AI公司员工公开辞职,引发了人们对大型企业内部安全文化的警惕。
Those machines—and the fears they inspired—can look quaint when compared with today’s technology. Some AI-safety researchers see it as an existential threat to humankind. Earlier this year, an OpenAI model not meant to have open access to the internet managed to break out of its “sandbox” and hack the databases of another tech company, Hugging Face. Cyberattacks are becoming more sophisticated and more prevalent. AI-company employees are publicly quitting, raising alarms about the safety culture inside major firms.
大众讨论被悲观情绪淹没——与此同时,公司正通过广告鼓励旁观者“停止雇佣人类”,就像一场有争议的旧金山和纽约为基地的广告牌活动那样。人类与计算机能力之间的冲突的利害关系可能让人感到黯淡和凄凉。
Popular conversations are inundated by pessimism—and at the same time, companies are advertising their services by urging onlookers to “stop hiring humans,” as in one controversial San Francisco– and New York–based billboard campaign. The stakes of the conflict between human and computer capabilities can feel bleak and funereal.
卡文纳对人与机器之战的描写因她的幽默感而得以缓和。机器或许能够战胜我们,但电脑曾写出过有效的笑话吗?除了好笑之外,这部小说还通过摒弃二元对立来挑战机器(“我既不是一种东西,也不是另一种东西,”这位无性别、无名、无种族的叙述者如此观察自己的心理状态。“我大部分时间处于 / 状态。”)但卡文纳对人类优越性的论点在小说的结尾部分才真正完整地呈现出来。
Kavenna’s portrayal of the battle of man versus machine is leavened, however, by her sense of humor. Machines may be able to beat us, but has a computer ever written an effective joke? Beyond being funny, the novel also defies machines by eschewing binaries (“I was neither one thing nor another,” the genderless, nameless, race-less narrator observes of their mental state. “I was mostly in a state of / .”) But Kavenna’s pitch for human superiority really comes together in the novel’s denouement.
最终,叙述者遇到了一位名叫埃莱尼·希卡鲁·琼斯的七冠军。她指出,当深蓝击败卡斯帕罗夫时,后者“仍在继续下棋。他接受了深蓝比他更强的事实,但他仍然是最好的人类棋手。”这一想法激发了角色们通过改变游戏规则——或者说,在卡文纳的框架下,跳出思维定式——来超越机器智能。虽然阿绍克在下鹌鹑牌,但印德雷克,即机器人的发明者,意识到他所释放的动荡。
Eventually, the narrator meets a Seven champion named Eleni Hikaru Jones. She’ll point out that when Deep Blue beat Kasparov, the latter “carried on playing the game. He accepted that Deep Blue was better than him, but he was still the best human player.”This idea inspires the characters to one-up machine intelligence by changing the rules of the game—or, in Kavenna’s framing, thinking outside the box. While Ashok plays the Quail, Indrek, the bot’s inventor, recognizes the turmoil he’s unleashed.
人类的孤独,而非恶意,才是他的动机:“他制造出鹌鹑,只是为了总是有个人可以一起玩。”知道这一点后,埃莱尼说服印德雷克与她联手。他们一起策划了一个方案,制造出一个能够战胜鹌鹑的AI机器人,并将其命名为红狐。
Human loneliness, not malice, was his motive: “He made the Quail so he would always have someone to play with.”Knowing this, Eleni persuades Indrek to join forces with her. Together, they cook up a scheme to create an AI bot that can beat the Quail, and call it the Red Fox.
随着这两个人工智能在一个晚上快速地进行七场对战,人类发现了更有意义的事情:在埃莱尼和阿肖克悠闲地下一盘七棋所需的时间里,红狐已经以147比0击败了鹌鹑。但这个新设备对两个人来说并没有完成任何有价值的事情。最终,一位人类七棋冠军确实战胜了红狐——但不是通过赢得一场七棋比赛。相反,她完成了一件类似于跳出沙盒的事情:虽然埃莱尼“并未赢得比赛,却赢得了比赛”,叙述者这样神秘地告诉我们,仿佛在诵读一则谜语或禅宗公案。
As these two AIs spend an evening rapidly moving through Seven matches against each other, the humans find better things to do: In the time it takes Eleni and Ashok to play a single leisurely game of Seven, the Red Fox beats the Quail 147 times. But the new device hasn’t accomplished anything of value to either person. In the end, a human Seven champion does indeed beat the Red Fox—but not by winning a Seven match. Instead, she accomplishes something like breaking out of her sandbox: Although Eleni “hadn’t won the game, she had won the game,” the narrator tells us cryptically, as though reciting a riddle or koan.
毕竟,没有享受或真实挣扎的胜利有什么用?尝试、失败、探索的迭代过程远比红狐通往胜利的无趣跋涉更有趣。埃莱尼和阿肖克的情感投入是真实的,但他们的真正胜利存在于——那种可能赢也可能输、结果尚未确定的可能性空间:游戏的领域。
What use, after all, is winning without enjoyment, or real struggle? The iterative process of trying, failing, exploring is far more interesting than the Red Fox’s joyless plod to victory. The emotional stakes for Eleni and Ashok are real, but their true triumph exists in the region of —that space of possibility in which one might either win or lose, with no determined outcome: the realm of play.
小说结尾,叙述者回到希腊,坐在户外,“海浪拍打着岸边,星辰无法计数。”他们意识到,他们的探究——研究“我们如何把点框住”——实际上只是另一种“框住”想象性思维的形式,也就是说,人类的创造力。在《》中,卡文纳指出,因为我们害怕人工智能如何超越我们,我们忽视了情况的现实:既然我们既发明了人工智能,也发明了人工智能能够战胜我们的游戏,人类仍然有选择掀翻桌子的权利。
At the end of the novel, the narrator is back in Greece, sitting outside where “the waves were lapping the shore and the stars were innumerable.”They realize that their quest—to study “how we box in the dots”—was really just another form of “boxing in” imaginative thinking, which is to say human creativity. In , Kavenna suggests that because we fear how artificial intelligence can outmaneuver us, we have overlooked the reality of the situation: Having invented both AI and the games that AI can beat us at, humans still have the choice to knock over the table.
我们可以走到户外;我们可以转过头去。与深蓝、阿尔法围棋、克劳德和鹌鹑截然不同的人们,可以凭一时兴趣去关心胜利以外的事情。
We can walk outside; we can look away. People, so unlike Deep Blue, AlphaGo, Claude, and the Quail, can decide on a whim to care about something other than winning.