Final Jeopardy

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Munson?”). A rich training set would give them a chance to scrutinize the language in
Jeopardy
clues, including abbreviations, slang, and foreign words. If the machine didn’t recognize AKA as “also known as” or “oops!” as a misunderstanding, if it didn’t recognize “sayonara,” “au revoir,” “auf Wiedersehen,” and hundreds of other expressions, it could kiss entire
Jeopardy
categories goodbye. Without a good training set, researchers might be filling the brain of their bionic student with the wrong information.
    Second, and nearly as important, they needed data on the performance of past
Jeopardy
champs. How often did they get the questions right? How long did they take to buzz in? What were their betting strategies in Double Jeopardy and Final Jeopardy? These humans were the competition, and their performance became the benchmark for Blue J.
    In the end, it didn’t take a team of sleuths to track down much of this data. With a simple Internet search, they found a Web site called J! Archive, a trove of historical
Jeopardy
data. A labor of love by
Jeopardy
fans, the site detailed every game in the show’s history, with the clues, the contestants, their answers—and even the comments by Alex Trebek. Here were more than 180,000 clues, hundreds of categories, and the performance of thousands of players, from first-time losers to champions like Brad Rutter and Ken Jennings.
    In these early days, the researchers focused only on Jennings. He was the gold standard. And with records of his seventy-four games—more than four times as many as any other champion—they could study his patterns, his strengths and vulnerabilities. They designed a chart, the Jennings Arc, to map his performance: the percentage of questions on which he won the buzz and his precision on those questions. Each of his games was represented by a dot, and the best ones, with high buzz and high accuracy, floated high on the chart to the extreme right. His precision averaged 92 percent and occasionally reached 100 percent. He routinely dominated the buzz, on one game answering an astounding 75 percent of the clues. For each of these games, the IBM team calculated how well a competitor would have to perform to beat him. The numbers varied, but it was clear that their machine would need to win the buzz at least half the time, get about nine of ten right—and also win its share of Daily Doubles.
    In the early summer of 2007, after the bake-off, the
Jeopardy
team marked the performance of the Piquant system on the Jennings Arc. (Basement Baseline, which lacked a confidence gauge, did not produce enough data to be charted there.) Piquant’s performance was so far down and to the left of Ken Jennings’s dots, it appeared to be . . . well, exactly what it was: an alien species—and not destined for
Jeopardy
greatness.
    When word of this performance spread around the Yorktown labs, it only fueled the concerns that Ferrucci’s team was heading for an embarrassing fall—if it ever got that far. Mark Wegman, then the head of computer science at IBM Research, described himself as someone who’s “usually wildly optimistic about technology.” But when he saw the initial numbers, he said, “I thought there was a 10 percent chance that in five years we could pull it off.”
    For Ferrucci, Piquant’s failure was anything but discouraging. It gave him the impetus to march ahead on a different path, toward Blue J. “This was a chance to do something really, really big,” he said. However, he wasn’t sure his team would see it this way. So he gathered the group of twelve in a small meeting room at the Hawthorne labs. He started by describing the challenges ahead. It would be a three- to five-year project, similar in length to a military deployment. It would be intense, and it could be disastrous. But at the same time they had an opportunity

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