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Subject: Re: Sequential Engine: an already invented idea, too?

Author: Dave Gomboc

Date: 22:02:30 09/28/98

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On September 28, 1998 at 02:08:58, Tom Kerrigan wrote:

>It seems to me that if you have lots of "modules" to handle the types of
>positions you might encounter, the modules will all be very similar to each
>other (e.g., almost all of them will have a doubled pawn term), and it would be
>inconvienant to switch modules during a search. If you have one huge evaluation
>function that turns terms on and off depending on the position, it seems like it
>would do better and take less effort to write.
>
>-Tom
>
>On September 27, 1998 at 15:14:38, Fernando Villegas wrote:
>
>>On September 27, 1998 at 15:02:24, Tom Kerrigan wrote:
>>
>>>This sounds all fine and good, but it turns out that most programs already do
>>>this to some degree. Every term in an evaluation function isn't evaluated in
>>>every position. Many terms depend on particular circumstances or the amount of
>>>material on the board, so while the same function is being executed all the
>>>time, only certain parts of it are used and with "appropriate" values.
>>>
>>>
>>
>>
>>Hi Tom:
>>I imagined it, but the question is how much is done in that way. The "some
>>degree" is the question. In fact how much of a superior intelect the first
>>module is. Maybe just a table to say "there are few pieces, this is an ending".
>>But something more intelligent to smell where the game is going?
>>Fernando
>>
>>-Tom
>>>
>>>On September 27, 1998 at 14:32:27, Fernando Villegas wrote:
>>>
>>>>
>>>>Reading a post by Schroeder where he explain how his anti GM works only if
>>>>certain circumstances happens, I wonder if the same principle of a program that
>>>>is in pieces or modules differently activated according to circumstances has
>>>>been made before, and at which degree. I wrote a long and cumbersome post long
>>>>ago about that and I do not remember if a programmer answered it or not, so with
>>>>your pardon let me give of that idea a very tightened resume.
>>>>My idea was: lets a program be constituted by a module dedicated only to
>>>>determinate what must be searched and then, with it, a normal program cut in
>>>>pieces differently assembled together according to occasion. The idea was to
>>>>simulate what a good player in fact do. A good player does not calculate every
>>>>available move applying to each of them his entire set of knowledge; he, first,
>>>>decides what to look at. There is some smell of tactics in his king side? Should
>>>>he look for them? Instead, should he thinks in terms of strategic advantages to
>>>>get in the queen side? etc...Once he has grasped the essence of the position,
>>>>that is, where action is, then and only then he begins to use that specific part
>>>>of his knowledge acumen necessary for the task.
>>>>Why not a program with a kind of device similar to that to decide where the
>>>>action is and then use the necessary modules for the rest of the job? By
>>>>example, if the position calls for tactics, then he would uses only the
>>>>algorithms oriented to tactics, maybe with full width searching, etc. But then
>>>>if an strategic approach is necessary in the queen side, he drops the tactic
>>>>part of the engine and concentrates all his speed in evaluating strategic
>>>>parameters such as pwan races, etc.
>>>>Of course some mix should be made: maybe after strategic consideration a quick
>>>>look for eventual tactics would be ever necessary to avoid mishaps. But I do not
>>>>want to enter in details about this because i suspect that this has already
>>>>invented or rejected. Could a programmer tell me about this? Did I pick a good
>>>>idea or just I picked an unfeasible one?
>>>>fernando

Well, the blackboard approach is used to attack many AI problems.  It should
work for assessment of a chess position too.  I guess I'd be worried about
performance, the methods already in use are so darned fast compared to a casual
blackboard implementation. :-)

Dave Gomboc



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