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Subject: Re: Strategy vs Tactics in Computer Programs

Author: Mike Hood

Date: 07:19:28 04/20/02

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On April 20, 2002 at 08:47:26, Gian-Carlo Pascutto wrote:

>On April 20, 2002 at 08:36:39, Mike Hood wrote:
>
>>Everything is based on positional evaluation and
>>search depth. If the search depth is deep enough, a computer may make a series
>>of moves that simulate a strategy, but that's all it is: a simulation; a fake.
>
>What allows you do conclude it's a simulation, a fake?

I mean that the moves have been achieved by a series of tactical decisions. This
might look like a strategy has been followed, but it is merely the illusion of a
strategy. Of course, I don't mean to say that this method of playing is
ineffective. It's been said that chess is 95% tactics and 5% stragegy. Computer
programs are brilliant tacticians, and so a strategy has to be very cleverly
devised to outwit them. It takes someone of Smirin's level to devise such a
winning strategy.

>>Strategy is all about looking at the board and planning a series of moves to
>>achieve a goal, whether it's a positional improvement or material gain. Computer
>>programs don't do this. All they do is look at the current position and choose
>>the next move. That's all.
>
>By your definition, computers are all about strategy.
>
>What they do is plan a series of moves (the PV) to archieve positional
>improvement or material gain (represented by the evaluation).
>
>Sometimes they discover a new, better strategy (a fail low), or realize
>the strategy they are following at that moment is flawed (a fail low).
>
>Moreover, my program (and others too I guess) can influence decisions in the
>evaluation (which directly influences what move is played) by looking at the
>position and determining what manoeuvres will be possible later on.
>
>If that isn't strategical planning, I don't know what is.
>
>The problem is that programming knowledge like this is hard. If there were
>an easy way to program in 'check whether he will be able to shift all pieces
>to our kingside in a while without us being able to do something about it or
>launch a counterattack on time', then my program would handle the stonewall
>like a GrandMaster. But there isn't, so it has to do with some simpler rules
>that aren't always correct. So it will mistakes in the planning, and play
>a losing strategy.
>
>--
>GCP

A simple example of a strategy is "My king is poorly positioned on the kingside.
I need to move it to the queenside". This is a highly abstract thought, and it
might take 20 or more moves to bring it about due to repelling attacks by the
opponent.

It's true that when a computer chooses a move it generates a "line" of moves,
but this whole line is merely an arrow pointing at a single position, reached
under the assumption that both the computer program and its opponent make the
best possible moves at all junctures. Tactics aim at achieving a position,
strategy aims at achieving a pattern.



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