Why a childhood of "futuristic" gadgets and elite chess led Demis Hassabis to abandon the board and solve the mystery of thinking itself.

Preface: DeepMind.
Demis Hassabis was born in North London in 1976 to a Greek Cypriot father and a Chinese Singaporean mother. He described the family as “quite bohemian,” which I’m guessing is the British equivalent of “hipster.” According to Demis, his dad did a lot of different things, including working as a singer-songwriter with aspirations of being like Bob Dylan, working as a teacher, and running a toy shop with his mom. His mom moved to Britain in the early 1970s. She originally trained as a nurse for children with special needs, later worked as a manager at the department store chain John Lewis, ran the family toy shop, and also worked as a teacher.
While Demis became a scientist, his siblings followed their parents’ more artistic path: his sister is a composer and pianist, and his brother, George, is a professional poker player who studied creative writing.
Hassabis has noted that his parents were not interested in computers and did not particularly like them, which he believes forced him to be self-reliant in his technical pursuits. He credits his mother’s roots for his early exposure to technology: the family spent summers in Singapore, where he encountered “futuristic” gadgets and Nintendo games that were not yet available in the UK.
At age 13, Hassabis was the second-highest-rated player in the world in the Under-14 category, only 35 Elo points behind the top-ranked player, Judit Polgár, who is widely considered the greatest female chess player of all time. He reached an Elo rating of 2300 by age 13, which is the “Master” standard. For perspective, the average casual chess player typically has a rating between 400 and 800.
Hassabis often credits chess as the reason he became obsessed with artificial intelligence. He has said that playing at such a high level forced him to look “under the hood” of his own mind. He would ask himself questions like: “Why did I make that mistake?” or “How am I visualizing these moves five steps ahead?” He was so good at thinking that he became curious about why he was so good at it: What is it that I’m doing when I think? How does that make me better? Why am I different?
Geniuses always realize their difference from a young age. Contrary to popular belief, though, while it is confusing to watch a genius do his work from the outside, it is equally confusing being the genius himself and not knowing where this genius-ness is coming from. He knew he was good at thinking, exceptionally good, yet he didn’t know why he had this gift. What is this gift that he clearly has that other people don’t?
Most eight-year-olds have to beg their parents for a computer. Hassabis didn’t have to. He used the prize money he won from a chess tournament to buy his first machine, a ZX Spectrum 48K. That was 1984, when he was just eight years old.
1984 was the height of the home computing revolution in the UK. The ZX Spectrum, developed by Clive Sinclair, was the affordable, rubber-keyed machine that essentially taught an entire generation of British engineers how to code. Because he bought it himself, he didn’t have to follow anyone else’s rules. He spent his time typing in code from magazines and books, which is how he began moving from playing chess to thinking about how a machine could be programmed to “think” like him.
It’s fascinating to think that the same brain that was winning chess prizes in 1984 to buy a 48KB computer would, exactly 40 years later in 2024, be awarded the Nobel Prize in Chemistry for using AI to map the “building blocks of life.”
In the documentary The Thinking Game, which premiered at the 2024 Tribeca Film Festival, Demis Hassabis describes the moment he decided to give up on chess. During one of his final competitions, he started to wonder what could be done with all the brainpower in the room, surrounded as he was by some of the best players in the world. What if all that brainpower went into solving real problems, like cancer, instead of being spent on a board game? A deep sense of meaninglessness swallowed him, and he started to feel sick. Right there, on the spot, he decided to give up on chess.
When Hassabis stepped back from competitive chess at 13, he didn’t stop being competitive; he simply shifted his focus to programming, simulation games, and early AI experiments. He taught himself Assembly language, which allowed him to write code that ran directly on the computer’s processor, making his programs much faster and more efficient. He was part of a small group of teenagers in the late 1980s who “hacked around,” making their own games and software tools.
A few years after the Spectrum, he upgraded to a Commodore Amiga, which was significantly more powerful. He bought the Computer Chess Handbook by David Levy to learn about search algorithms and evaluation functions, and used these concepts to write his first “real” AI program: a version of the board game Othello (also known as Reversi).
Writing that Othello program was Demis’s first real “Frankenstein moment,” the first time he built something that could outthink a human. Since he couldn’t just download an AI library like developers do today, he had to build the “brain” from scratch using the fundamental logic he had learned from chess.
To make the computer “think,” Demis used a classic AI concept called Minimax. In simple terms, Minimax is a decision-making algorithm used in two-player games like chess, tic-tac-toe, or Othello to find the optimal move. The name comes from its core goal: minimizing the maximum possible loss. It assumes your opponent is just as smart as you and will always make the best move for themselves.
Imagine a tree where the “trunk” is the current board position, and every “branch” is a possible move. The computer branches out every move it could make, then every move the opponent could make in response, and so on. Even on that limited hardware, Demis tried to make the computer look four or five moves ahead. In a game like Othello, where the board can flip almost entirely in a single turn, this required massive computational efficiency.
You want to choose the move that leads to the highest score (the “Max”). Your opponent wants to choose the move that results in the lowest score for you (the “Min”). The algorithm works backwards from the future. It looks ahead several turns, assigns a score to those future boards (for example, +10 for a win, −10 for a loss), and then “bubbles” those scores back up to the present. If a future branch leads to a guaranteed loss because your opponent is smart enough to take it, the algorithm discards that path and picks a safer one.
Think of Minimax as a hyper-cautious chess player who assumes their opponent is a literal genius. It doesn’t just look for a way to win; it obsessively looks for ways it might lose. Imagine you have two choices, Move A and Move B. After Move A, your opponent can either let you win (+10) or trap you (−10). Since Minimax assumes the opponent isn’t a fool, it scores Move A as −10. After Move B, no matter what the opponent does, the game stays tied (0). Minimax will choose Move B. Even though Move A could lead to a win, the algorithm discards it because it sees a guaranteed way for the opponent to make you lose. It prefers a boring tie over a risky gamble.
This is a very interesting strategy, and one I always use. I always assume my opponent is just as smart as I am, or even smarter. In reality that’s rarely true, but thinking this way yields me the best move, though it does take more work and brainpower. On top of that, I’m self-aware enough to know I’m quite a lazy person. I always try to do the least amount of work that yields the maximum results. I’m not greedy. I’m a very cautious and safe strategist; contrary to popular belief, I try to avoid too many rounds of back-and-forth. In real life, when I strategize, I usually go for the move that leaves my opponent with no comeback. Minimax makes a lot of sense to me. I just never summarized the way I strategize like this.
The problem with Minimax is what’s called the “state space explosion.” Think of it as the curse of possibilities. It is the primary reason why computers can easily beat humans at tic-tac-toe but struggled for decades with a game like Go. It’s what happens when the number of possible configurations of a system grows so rapidly that even the world’s fastest supercomputer runs out of memory and time to look at them all.
In tic-tac-toe, there are only 255,168 possible games. A computer can calculate every single one in a fraction of a second. In chess, the number of possible games is larger than the number of atoms in the observable universe.
It reminds me of chaos theory, although the two are not quite the same thing. Chaotic systems are deterministic, which means that given the same initial conditions, the output is always the same. But when the initial conditions change even a little, the final results can be drastically different. The weather is the classic example: it is so sensitive to its starting conditions that to predict it, you would need to measure them exactly, with no error at all, and that is impossible. In this sense, Earth itself could be a computer, and the weather a calculation so large that only the planet itself can run it. A chess game is different. Its rules are perfectly known and nothing is mismeasured. The difficulty is purely the number of branches. But both end in the same place: the future is technically determined, and still practically impossible to compute.
Because the computer couldn’t see to the end of the game, young Demis couldn’t use “pure” Minimax. He had to use heuristics, or shortcuts. A computer can see the moves, but it doesn’t know which board position is “good” or “bad” unless you tell it. So Demis wrote an evaluation function, a set of rules that gave points for certain positions. He essentially translated his own strategic intuition into a scoring system.
In chess, this would mean telling the computer: “Even if the game isn’t over, controlling the center of the board is worth +5 points.” Controlling the center is the golden rule of chess, but it’s only the foundation. Once you have a foothold in the center, you use that leverage for more specific strategies. The most common way beginners lose is by leaving their King in the middle of the board, so castling matters: it moves the King to a corner protected by a wall of three pawns and brings a Rook toward the center. A piece is only as good as the squares it controls. Knights are short-range, so to be effective they need to be deep in enemy territory. An “outpost” is a square, usually on the 5th or 6th rank, that is protected by one of your pawns and cannot be attacked by an enemy pawn; a Knight sitting there is a nightmare for your opponent. Rooks are like snipers: they hate being stuck behind their own pawns, so you want them on “open files,” columns with no pawns, where they can slide all the way into the enemy’s back row.
Grandmaster Philidor famously said, “Pawns are the soul of chess.” They aren’t just fodder; they are the terrain of the battlefield. A diagonal chain of pawns protecting each other forms a wall that blocks enemy Bishops. An isolated pawn, with no friendly pawns on the neighboring columns, is hard to defend because no other pawn can help it. Doubled pawns, two pawns of the same color on the same column, block each other and are usually a liability. Every one of these ideas can be turned into a number, given a weight, and ranked against the others. That is what an evaluation function is.
Othello has its own version of these rules. The most important is owning the corners: a disc in a corner can never be flipped, so it anchors everything around it. Demis gave his program points for corners and for the other positions he knew from experience to be strong.
Demis sat his younger brother George down in front of the Amiga and had him play against the code. When the program started beating George, Demis realized he had created a digital version of his own strategic mind. It was a profound moment: intelligence wasn’t just a “human” thing. It was a process that could be coded. This is exactly what DeepMind would eventually disrupt. In those days, Demis had to hard-code the “points” himself. With AlphaGo, the AI taught itself what a good position looked like. ☀️
前言:与 Gemini 联合撰写。
Demis Hassabis 1976 年出生于伦敦北部,父亲是希腊裔塞浦路斯人,母亲是新加坡华人。他形容自己的家庭"相当波西米亚",我猜这大概就是英国版的"文艺青年"。据 Demis 说,他爸爸做过很多不同的事,当过怀揣 Bob Dylan 梦想的创作歌手,当过老师,还和他妈妈一起开过一家玩具店。他妈妈 1970 年代初移居英国,最早接受的是护士培训,照顾有特殊需要的儿童,后来在连锁百货公司 John Lewis 做过经理,经营过家里的玩具店,也当过老师。
Demis 成了科学家,他的弟弟妹妹则走上了父母更偏艺术的那条路:妹妹是作曲家和钢琴家,弟弟 George 是职业扑克牌手,大学读的是创意写作。
Hassabis 说过,他的父母对电脑不感兴趣,也不怎么喜欢电脑,他认为这反而逼着他在技术上自力更生。他把自己最早接触科技归功于母亲的背景:他们一家每年夏天都去新加坡,他在那里见到了各种"未来感"十足的电子产品,还有英国当时还买不到的任天堂游戏。
13 岁时,Hassabis 在世界 14 岁以下组别中排名第二,只比排名第一的 Judit Polgár 低 35 个等级分。Polgár 被普遍认为是史上最伟大的女子棋手。Hassabis 13 岁时等级分就达到了 2300,这是"大师"级的标准。作为参照,普通业余棋手的等级分一般在 400 到 800 之间。
Hassabis 常说,国际象棋是他痴迷人工智能的原因。他说,在那么高的水平上下棋,逼着他去看清自己大脑"引擎盖底下"的东西。他会问自己:"我为什么会犯那个错误?"”我是怎么在脑子里看到五步之后的棋局的?"他太擅长思考了,以至于开始好奇自己为什么这么擅长:我在思考的时候到底在做什么?这为什么让我更强?我为什么和别人不一样?
天才往往从很小的时候就意识到自己与众不同。但和大家通常以为的不一样,从外面看一个天才工作,固然让人困惑;而作为天才本人,不知道这种天才究竟从何而来,同样让人困惑。他知道自己擅长思考,而且是非常擅长,但他不知道自己为什么会有这种天赋。这种他明明有、别人却没有的天赋,到底是什么?
大多数八岁的孩子想要一台电脑,都得求父母买。Hassabis 不用。他用自己在一场国际象棋比赛中赢来的奖金,买下了他的第一台机器:一台 ZX Spectrum 48K。那是 1984 年,他才八岁。
1984 年正是英国家用电脑革命的高峰。ZX Spectrum 由 Clive Sinclair 开发,价格便宜,用的是橡胶键盘,几乎教会了整整一代英国工程师写代码。因为电脑是他自己买的,他用不着守任何人的规矩。他把时间花在照着杂志和书本敲代码上,就这样,他开始从下棋,转向思考怎样让一台机器像他一样"思考"。
想想也挺奇妙的:1984 年为了买一台 48KB 的电脑去赢象棋奖金的那颗大脑,整整 40 年后,在 2024 年,因为用人工智能绘制"生命的基本构件"而获得了诺贝尔化学奖。
2024 年在翠贝卡电影节首映的纪录片《The Thinking Game》里,Demis Hassabis 讲述了他决定放弃国际象棋的那一刻。在他最后参加的几场比赛中的一场,他环顾四周,身边坐满了世界上最好的一批棋手,他开始想:这个房间里所有的脑力,可以用来做些什么?如果这些脑力被用来解决真正的问题,比如癌症,而不是花在一个棋盘游戏上呢?一种深深的无意义感把他吞没了,他开始觉得反胃。就在那里,就在那一刻,他决定放弃国际象棋。
13 岁退出竞技象棋之后,Hassabis 并没有停止争强好胜,他只是把注意力转向了编程、模拟游戏和早期的人工智能实验。他自学了汇编语言,这让他能写出直接在电脑处理器上运行的代码,程序因此快得多,也高效得多。1980 年代末,他属于一小群"瞎鼓捣"的青少年,自己做游戏,自己写软件工具。
用了 Spectrum 几年之后,他换了一台 Commodore Amiga,性能强大得多。他买了 David Levy 的《电脑国际象棋手册》,学习搜索算法和评估函数,然后用这些概念写出了他的第一个"真正的"人工智能程序:一个下黑白棋(Othello,也叫 Reversi)的程序。
写那个黑白棋程序,是 Demis 第一次真正的"弗兰肯斯坦时刻":他第一次造出了一个能在思考上胜过人类的东西。那时候不能像今天的开发者那样直接下载一个人工智能程序库,他只能用自己从国际象棋里学到的基本逻辑,从零开始搭建这个"大脑"。
为了让电脑"思考",Demis 用了人工智能里一个经典的概念,叫极小化极大算法(Minimax)。简单来说,这是一种用于双人游戏的决策算法,比如国际象棋、井字棋或黑白棋,用来找出最优的一步。它的名字来自它的核心目标:让可能出现的最大损失最小化。它假设你的对手和你一样聪明,永远会走对自己最有利的那一步。
想象一棵树,"树干"是当前的棋盘局面,每一根"树枝"都是一种可能的走法。电脑先列出自己所有可能的走法,再列出对手针对每一步的所有回应,依此类推。即使在那样有限的硬件上,Demis 也试着让电脑往前看四到五步。在黑白棋这种一步就可能让大半个棋盘翻转的游戏里,这需要极高的计算效率。
你想选的是通向最高分的那一步,也就是"极大";你的对手想选的是让你得分最低的那一步,也就是"极小"。这个算法是从未来往回推的。它往前看几步,给那些未来的棋局打分,比如赢了 +10,输了 −10,然后把这些分数一层层"冒泡"回到现在。如果某一根未来的树枝通向一个必输的结局,因为对手足够聪明、一定会走那条路,算法就会放弃这条路,选一条更安全的。
可以把极小化极大算法想象成一个极度谨慎的棋手,他假设对手是个货真价实的天才。它不只是在找赢的办法,而是执着地寻找自己可能会输的方式。假设你有两个选择:A 和 B。走 A 之后,对手可以让你赢(+10),也可以设下陷阱让你输(−10)。既然算法假设对手不是傻瓜,它就把 A 记为 −10。走 B 之后,不管对手怎么走,局面都会保持平局(0)。极小化极大算法会选 B。尽管 A 有可能赢,算法还是会放弃它,因为它看到了对手有一条必然让你输的路。它宁可要一个无聊的平局,也不要一场有风险的赌博。
这是一个非常有意思的策略,也是我一直在用的策略。我总是假设对手和我一样聪明,甚至比我更聪明。现实中这种情况其实很少见,但这样想能让我走出最好的一步,虽然确实更费工夫、更费脑子。除此之外,我很清楚自己是个挺懒的人。我总是想用最少的工作换来最大的结果。我不贪心。我是一个非常谨慎、求稳的策略家;和大家以为的不一样,我会尽量避免太多来回拉锯。现实生活里,我做策略的时候,通常会选那一步让对手无法还手的棋。极小化极大算法对我来说太有道理了,只是我以前从来没有这样总结过自己的策略。
极小化极大算法的问题,在于所谓的"状态空间爆炸"。可以把它理解成"可能性的诅咒"。这就是为什么电脑可以轻松打败人类下井字棋,却在围棋这样的游戏上挣扎了几十年。当一个系统可能出现的状态数量增长得太快,快到连世界上最快的超级计算机都没有足够的内存和时间把它们看完,这就是状态空间爆炸。
井字棋一共只有 255,168 种可能的对局,电脑一眨眼就能全部算完。而国际象棋可能的对局数,比可观测宇宙里的原子还多。这让我想到混沌理论,虽然两者并不完全是一回事。混沌系统是确定性的,意思是只要初始条件相同,输出就永远相同。但只要初始条件稍微变一点,最终结果就可能天差地别。天气就是最典型的例子:它对初始条件极其敏感,想要预测它,就得把初始条件测量得分毫不差,而这是不可能做到的。从这个意义上说,地球本身可能就是一台计算机,而天气是一场大到只有地球自己才算得动的计算。国际象棋不一样。它的规则是完全已知的,也不存在测量误差,难就难在分支的数量。但两者最后落在同一个地方:未来在原则上是确定的,在实际上却不可能算出来。
因为电脑看不到棋局的终点,少年 Demis 没办法用"纯粹"的极小化极大算法。他得用启发式方法,也就是捷径。电脑看得见所有走法,但如果你不告诉它,它就不知道哪个局面是"好"的,哪个是"坏"的。于是 Demis 写了一个评估函数,一套给特定局面打分的规则。他实际上是把自己的策略直觉翻译成了一套计分系统。
在国际象棋里,这就相当于告诉电脑:"就算棋局还没结束,控制棋盘中心也值 +5 分。"控制中心是国际象棋的黄金法则,但它只是基础。一旦在中心站稳脚跟,你就要利用这个优势去执行更具体的策略。初学者最常见的输法,是把王留在棋盘中间,所以王车易位很重要:它把王挪到一个角落,前面有三个兵组成的墙保护,同时把一个车带向中心。一个棋子的价值,取决于它能控制多少格子。马的攻击范围短,要发挥作用,就得深入敌方阵地。所谓"前哨",是一个通常位于第五或第六横线的格子,有己方的兵保护,又不会被敌方的兵攻击;一匹马站在那里,对对手来说就是噩梦。车像狙击手,最讨厌被自己的兵挡住,所以你要把车放到"开放线"上,也就是没有兵的竖线,让它能一路滑到敌方的底线。
棋手 Philidor 有一句名言:"兵是国际象棋的灵魂。"兵不只是炮灰,它们是战场的地形。一串斜向排列、彼此保护的兵会形成一道墙,挡住敌方的象。孤兵,也就是左右两条竖线上都没有己方兵的兵,很难防守,因为没有别的兵能帮它。叠兵,也就是同一种颜色的两个兵在同一条竖线上,会互相阻挡,通常是个大包袱。这里的每一条思路,都可以变成一个数字,赋予一个权重,再和其他思路排出先后。这就是评估函数。
黑白棋也有它自己的一套规则。最重要的一条是占角:落在角上的棋子永远不会被翻转,它会成为周围局面的锚点。Demis 给他的程序设定了占角加分,以及其他一些他凭经验知道很强的位置。
Demis 让弟弟 George 坐到 Amiga 前面,和他写的程序对弈。当程序开始赢 George 的时候,Demis 意识到,他造出了一个数字版的自己的策略头脑。那是意义深远的一刻:智能不只是"人类"的东西,它是一个可以被写成代码的过程。而这正是 DeepMind 后来要颠覆的东西。那时候,Demis 得亲手把这些"分数"写死在程序里。到了 AlphaGo,人工智能自己学会了什么样的局面才是好局面。☀️