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A Mind-Reading ( ?) Machines Claude E. Shannon This machine is a somewhat simplified model a machine designed by D. W. Hagelbarger. It plays what is essentially the old game of matching pennies or  odds and evens. This game has been discussed from the game theoretic angle by von Neumann and Morgenstern, and from the psychological point of view by Edgar Allen Poe in the  The Purloined Letter. Oddly enough, the machine is aimed more nearly at Poe s method o f play than von Neumann's. To play against the machine, the player should guess out loud either  right or  left. The center button of the machine is then pressed and the machine will light up either the right or left light. If the machine matches the player, the machine wins, otherwise the player wins. The player should then move the key switch in the direction corresponding to the choice he made. The machine will then register a win for the machine or the player, as the case may be, by shooting a ball into the proper glass tube. The overall sco e against all players since the machine was started is shown on the two counters visible through the front pan l. The Strategy of Operation Basically, the machine looks for certain type of patterns in the behavior of its human opponent. If it can find these pa terns it remembers them and assumes that the player will follow the patterns the next time the same situation arises. The machine also contains a random element. Until patterns have been found, or if an assumed pattern is not repeated at least twice by the player, the machine chooses its move at random. The types of patterns remembered involve the outcome of two successive plays (that is, whether or not the player won on those plays) and whether he changed his choice between them and after them. There are eight possible situations and, for each of these, two things the player can do. The eight situations are: 1. The player wins, plays the same, and wins. He may then play the same or differently. 2. The player wins, plays the same, and loses. He may then play the same or differently. 3. The player wins, plays differently, and wins. He may then play the same or differently. 4. The player wins, plays differently, and loses. He may then play the same or differently. 5. The player loses, plays the same, and wins. He may then play t e same or differently. 6. The player loses, plays the same, and loses. He may then play the same or differently. 7. The player loses, plays differently, and wins. He may then play the same or differently. 8. The player loses, plays differently, and loses. He may then play the same or differently. * BellLaboratoriesMemor andum, March 18, 1953. 688
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A Mind-Reading Machine

Aug 07, 2018

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Page 1: A Mind-Reading Machine

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A Mind-Reading (?) Machines

Claude E. Shannon

This machine is a somewhat simplified model

of

a machine designed by D. W. Hagelbarger.

It plays what is essentially the old game

of

matching pennies or

 odds

and evens. This game

has been discussed from the game theoretic angle by von Neumann and Morgenstern, and from

the psychological point of view by Edgar Allen Poe in the

 The

Purloined Letter. Oddly

enough, the machine is aimed more nearly at

Poe s

method of play than von Neumann's.

To play against the machine, the player should guess out loud either  right or  left.

The center button

of

the machine is then pressed and the machine will light up either the right

or left light. If the machine matches the player, the machine wins, otherwise the player wins.

The player should then move the key switch in the direction corresponding to the choice he

made. The machine will then register a win for the machine or the player, as the case may be,

by shooting a ball into the proper glass tube. The overall score against all players since the

machine was started is shown on the two counters visible through the front panel.

The Strategy

of

Operation

Basically, the machine looks for certain types of patterns in the behavior of its human

opponent. If it can find these patterns

it

remembers them and assumes that the player will

follow the patterns the next time the same situation arises. The machine also contains a random

element. Until patterns have been found, or if an assumed pattern is not repeated at least twice

by the player, the machine chooses its move at random.

The types of patterns remembered involve the outcome of two successive plays (that is,

whether or not the player won on those plays) and whether he changed his choice between them

and after them. There are eight possible situations and, for each of these, two things the player

can do. The eight situations are:

1. The player wins, plays the same, and wins. He may then play the same or differently.

2. The player wins, plays the same, and loses. He may then play the same or differently.

3. The player wins, plays differently, and wins. He may then play the same or

differently.

4. The player wins, plays differently, and loses. He may then play the same or

differently.

5. The player loses, plays the same, and wins. He may then play the same or differently.

6. The player loses, plays the same, and loses. He may then play the same or differently.

7. The player loses, plays differently, and wins. He may then play the same or

differently.

8. The player loses, plays differently, and loses. He may then play the same or

differently.

*

Bell Laboratories Memorandum, March 18, 1953.

688

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A

Mind-Reading

(? )

Machine

689

Each of these corresponds to a different cell in the memory of the machine. Within the cell two

things are registered: (1) whether, the last time this situation arose, the player played the same

or differently; (2) whether or not the behavior indicated in (1) was a repeat of the same behavior

in the next preceding similar situation. Thus consider the situation win, same, lose. Suppose

that the last time this situation occurred in the game the player played

 differently .

Then

 differently

is recorded in the (1) part

of

this memory cell. If the preceding time this

situation arose the player also played

differently ,

the (2) part of the memory cell registers

this as a repeat. The machine will assume, should this situation arise again, that this is a

definite pattern in the player s behavior and will play correspondingly. If the player has not

repeated, the machine plays from its random element. The memory cells are always kept up to

date. A particular memory cell, for example, will change from one prediction to the opposite in

two repetitions of the corresponding situation.

A mathematical analysis

of

the strategy used in this machine shows that it can be beaten by

the best possible play in the ratio 3: I. To do this it is necessary to keep track of the contents of

all the memory cells in the machine. The player should repeat a behavior pattern twice, and

then when the machine is prepared to follow this pattern the player should alter it. It is

extremely difficult to carry out this program mentally because of the amount of memory and

calculation necessary.

The

ball counter used in this machine for score keeping is an application of the conservation

of

momentum

principle. If a ball is struck against a stationary row of equal balls, the

momentum

of the first ball is transferred down the line and the last ball in the row moves

off

with the velocity of the original striking ball. In this counter the momentum is transferred

through a row

of

up to fifty balls

The random element in the machine is actually a commutator rotating at about

10 revolutions

per

second.

Two

brushes separated by 18 bear on this commutator. A copper

segment of the commutator contacts the brushes alternately. When the button is pressed and a

random choice is to be made, the first brush contacted by the commutator determines whether

the choice be  right or   left . Basically, therefore, the randomness of the device depends on

the uncertainty

of

the interval between moves, the variation of which due to human variability

is typically large compared to the tenth of a second period of the commutator.

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690

C. E. Shannon

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