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Subject: Re: Strategy vs Tactics in Computer Programs

Author: Russell Reagan

Date: 11:21:35 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?
>
>>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

That's an interesting idea. Giving your program some kind of knowledge about
whether the opponent (or itself) can shift it's pieces to another sector of the
board quickly.

I think that a lot of these kinds of things are not so much "hard", but just a
great quantity of work to develop some sort of algorithm and hammer out the
details in it, finding special cases, etc. And most people aren't willing to do
that. Not that it's a bad thing, most people have jobs and families which should
certainly come before chess programming :)

I just think that a lot of what we consider to be so "impossible" for a computer
to "know" is really not so hard if we chose to really give it a try. I think
success in a computer chess program is really a matter of effort (like most
things in life are). It just depends where you choose to apply your effort, and
most people don't choose to apply theirs to computer chess. The ones that do are
few but they have very strong chess programs.

Russell



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