While general game playing is a topic within here and interest, work is in this area has practical value as well. The underlying technology can be used in a variety of other application areas, such as enterprise management and computational law. Science, engineering, and so forth. In the case of enterprise management, computational law, just consider that the rules of games are analogous to the laws of society, the rules of business, and so forth. More fundamentally, general game playing is valued as a test bed for theories of intelligence. Game descriptions provide full information about a world and determine optimal strategies. It is a base line for evaluating the behavior of actual agents. By its nature the GP setting can be used to evaluate problem solving strategies and by extension theories of intelligence by taking into account representation, incompleteness of information, and resource balance. That said, it's worth noting that there are some shortcomings of the current state of GDP as a test bed for AI. First, there's the tabula rasa critique. It goes, as follows, human intelligence is arguably the product of eons of evolution. We are to some extent, at least, wired to function well in this world. General game players have nothing at their disposal but pure mathematics. Okay. That's true. However a key indicator of intelligence is the ability of each individual to function in radically new environments. And general game playing is exploring that capability, that play of our intelligence. Second shortcoming to GDP, is the learning critique. In GGP, players are told how the world works. The critiquos, that real intelligence requires the ability to figure out new environments. Okay, well there's no question that the ability to learn is essential. However, real intelligence also requires the ability to use theories once they're formed. And that's what general game playing is emphasizing. This is really the mean of what's often called general systems, or universal systems, or sometimes declarative systems. A nd the interest in this problem dates back to the very beginnings of the field. It was in 1958 that John McCarthy invented the concept of the advice taker. The idea was simple, he wanted a machine that he could program by description. He would scribe the intended environment and the desired goal, and the machine would use that information in determining it's behavior. There would be no programming in the traditional sense. McCarthy presented this concept in a paper that has become a classic in the field of AI. and let me just read this quote. The main advantage we expect the advice taker to have is that its behavior will be improvable merely by making statements to it. Telling it about its environment, and what it is wanted from it. To make these statements will require little if any knowledge of the program. Or the previous knowledge of the advice taker. Well that's an ambitious goal. But that was a time of high hopes and grand ambitions. The idea caught the imaginations of numerous subsequent researchers, notably Bob Kowalsky, one of the high priests of logic programming. And then Feigenbaum, the inventor of knowledge engineering. in a paper written in 1974, Feigenbaum gave his most forceful statement of McCarthy's ideal. He says, the potential use of computers by people to accomplish tasks, can be one-dimensionalized into a spectrum, representing the nature of instruction that must be given the computer to do its job. Call it the what-to-how spectrum. At one extreme of the spectrum, the user supplies his intelligence to instruct the machine with precision exactly how to do his job step by step. At the other end of the spectrum is the user with his real problem. He aspires to communicate what he wants done, without having to lay out in detail all necessary sub-goals for adequate performance. Okay, one final remark. Some have argued that, the way to achieve intelligent behavior is through specialization. That may work, so long as the assumptions one makes in building such systems are true. For general intellige nce, however, general intellectual capabilities are needed. And such systems should be capable of performing well in a wide variety of tasks. To paraphrase the words of Robert Heinlein, a human being, or a computer robot, should be able to change a diaper. Plan an invasion, butcher a hog, con a ship. Design a building, write a sonnet, balance accounts. Build a wall, set a bone. Comfort the dying. Take orders, give orders. Cooperate. Act alone. Solve equations. Analyze a new problem. Pitch manure. Program a computer. Cook a tasty meal. Fight efficiently, die gallantly. Specialization is for insects. Those of us who are more interested in artificial intelligence than artificial insects agree with Heinlein.