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Subject: Re: What information to store in book learning?

Author: Christian Söderström

Date: 13:10:53 01/02/01

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On January 02, 2001 at 15:36:45, Jon Dart wrote:

>On January 02, 2001 at 05:30:07, Christian Söderström wrote:
>
>>So I am left with 4 bytes. I want to use these to store statistics
>>about the move, to support a future book-learning function. But the
>>thing is I'm not sure what information would be most useful to store!
>>
>>I have a couple of ideas obviously but I am very interested to hear
>>any ideas others might have. 4 bytes is pretty much, but not enough
>>to get too crazy :)
>>
>
>Arasan implements book learning by keeping a float value (which you
>can store in 4 bytes) for each position. If it gets a big + score a
>few moves out of book, it goes back and ups the float value for
>the last book move and (in decreasing amounts) the preceding book
>moves. Similarly it decreases the scores if the score a few moves
>out of book is bad.
>
>Crafty does something similar. The idea is that in subsequent
>games you favor moves with positive learned values and avoid moves with
>negative learned values.
>
>This is certainly not foolproof and not very sophisticated but it's
>at least a basic form of learning.

Something like that definately works. Isn't a float a bit
overkill though? (No pun intentended)

Anyway I always figured one of the big points of adding
learning was that the program would avoid playing openings
which it plays poorly long-term, not just those that result
in bad positions a few moves out of book. For instance,
Mint often plays the french with black now, and does very
poorly (especially against humans), however it doesn't
understand that it's doing badly (and in fact it might
objectively be fine) until it sees a material-winning
or mating attack 30 moves in the game.

So isn't it possible to supplement your idea by also
learning from the end-result of a game?

- Christian

>--Jon



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