Go complex vs. chess complex
Tuesday, February 27th, 2007This comment, buried deep in an article on kuro5hin from 2002, expressed a deep way to think about complexity through games (it came from an excellent article that summarizes why Go is such an amazing game):
Chess and Go provide one of my most often used models for different types of complexity, particularly that arising from rule-based or algorithmic systems.
Chess has a fair amount of complexity built in explicitly - there are lots of different rules and special cases for different pieces and situations, so the structure and pattern that makes the game fun develops out of this overt complexity.
Go, on the other hand, has (depending on how you count) somewhere between 2 and 5 rules. That’s it, and everything develops by implication from this axiomatic foundation. The structure and pattern (and implications strong enough to be rules) develops or grows out from this simple core.
This is not to place one over the other - I just find it a useful model in many circumstances. I find many systems tend to evolve from one to the other over time, and most have elements of both in their various aspects. Some examples off the tip of my head, all of which can of course be debated:
* perl is chess-complex, lisp and scheme are go-complex.
* legos used to be go-complex when they had a few very general pieces, now they tend to be more chess-complex (lots of specialized pieces).
* science tends to be a motion from chess-complexity (lots of descriptive special cases) to go-complexity (general rules that imply the special cases).
* feudalism and hierarchical power systems are chess-complex, democracy a bit more go-complex, though this is complex (heh).
* free-markets are go-complex, managed markets chess-complex.And so forth. Drink enough coffee and everything starts to fit into place…
Barney Pell (CEO of Powerset, where I work), told me that he wrote his dissertation on randomly generating chess-like games. He commented that most of the generated games were “interesting”. I could never imagine building a random generator of Go-like games and have any of them be interesting. That’s what makes Go special.
I will post about my 3d go theories and implementations soon…

