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Subject: Re: Popularity of computer chess

Author: Vincent Lejeune

Date: 13:54:11 05/21/03

Go up one level in this thread


On May 21, 2003 at 16:36:05, Uri Blass wrote:

>On May 21, 2003 at 15:42:17, Tom Kerrigan wrote:
>
>>On May 21, 2003 at 12:40:42, Uri Blass wrote:
>>
>>>On May 21, 2003 at 11:58:55, Tom Kerrigan wrote:
>>>
>>>>On May 21, 2003 at 09:07:24, martin fierz wrote:
>>>>
>>>>>On May 21, 2003 at 04:29:31, Tom Kerrigan wrote:
>>>>>
>>>>>>On May 21, 2003 at 00:00:11, Russell Reagan wrote:
>>>>>>
>>>>>>>As far as I know, computer chess is the most popular computer board game. There
>>>>>>>are dozens of commercial programs, and hundreds of amateur programs.
>>>>>>>
>>>>>>>What do you think are the main contributing factors to computer chess being the
>>>>>>>most popular? Why not checkers/draughts, or go, or any other game?
>>>>>>>
>>>>>>>I think there are two main factors.
>>>>>>>
>>>>>>>1. Chess is one of the most popular games in the world, if not THE most popular.
>>>>>>>
>>>>>>>2. The computer chess community has created a good environment that is inviting
>>>>>>>to potential computer chess programmers.
>>>>>>>
>>>>>>>One example of #2 can be seen in the nice GUI's that we amateur computer chess
>>>>>>>programmers have. Between Winboard and Arena, we have nice looking interfaces,
>>>>>>>and networking support for internet chess servers, and we get it all for free.
>>>>>>>
>>>>>>>I also think that chess servers such as ICC and FICS do a great deal to attract
>>>>>>>potential programmers to chess instead of other board games.
>>>>>>>
>>>>>>>For instance, I have tried to make other game playing programs in the past
>>>>>>>(checkers and amazons), but after a while my program slaughters me, and there
>>>>>>>isn't anyone to play my program. If I had a nice GUI like Arena that would let
>>>>>>>me organize a tournament with a dozen other amazons programs, then I would
>>>>>>>maintain my interest in computer amazons. Or if there was an "Internet Amazons
>>>>>>>Server", and I had a GUI that would handle the networking for me, I would be
>>>>>>>much more motivated to continue programming amazons.
>>>>>>>
>>>>>>>So what do you think contributes to the popularity of computer chess?
>>>>>>
>>>>>>1. It seems the game itself might be the west's most popular board game, and
>>>>>>computers are more widespread in the west.
>>>>>>
>>>>>>2. The rules and complexity of the game are difficult but not prohibitive, so
>>>>>>it's not too simple to be uninteresting with current compute power (as is
>>>>>>Connect 4, and arguably checkers)
>>>>>
>>>>>connect 4 can be solved on a fast pc in 1 hour. checkers is nowhere near being
>>>>
>>>>Really? I didn't know that. Not by "brute force," i.e., only scoring positions
>>>>as win, lose, or draw. I believe that takes closer to a month.
>>>
>>>I read that this game was solved even without computer programs.
>>
>>I don't think so. It was solved pretty much simultaneously by two different
>>approaches, but both did involve computers searching.
>
>You may be right
>
>I read that it was solved many years ago and here is a link for an article but I
>admit that I did not read most of the article but only got the impression that
>it was solved by strategic rules without a computer program.
>
>http://citeseer.nj.nec.com/cache/papers/cs/3978/ftp:zSzzSzftp.cs.vu.nlzSzpubzSzvictorzSzconnect4.pdf/allis88knowledgebased.pdf

Here you can download "Velena", a free program who play perfect connect4 with
some doc

>>
>>>I never tried to write a program for that game but how do you get the estimate
>>>of one month?
>>
>>On my Athlon/800 it took about 30 minutes for my program to solve the position
>>where the center column had 4 checkers in it. Let's see, figure that 15 min is
>>average for a 4 checker position,
>>
>>7^4 = 2401, * 15 = 36015 minutes = 25.01 days
>>I didn't do any symmetry stuff, so / 2 = 12.5 days
>>Then figure that you can get a 2.2GHz Athlon now, / 2.75 = 4.54 days
>>(Also, my program uses 64-bit ints a lot, so it might go, say, 25% faster with
>>an Opteron/Athlon 64.)
>>
>>So you're right, a month is pessimistic nowadays but it's still way more than an
>>hour.
>>
>>>Even without knowing the solution I believe that programs
>>>can solve it relatively fast if you make the following asumptions:
>>>
>>>1)I assume that hash tables are used.
>>
>>Yes, my program did. Otherwise it craps out at ~16 ply.
>>
>>>2)I assume that symmetric is also used and the program consider 2 positions
>>>as the same if they are symmetric even if they are not the same.
>>
>>Nope, didn't do this. I guess this could be done by computing two hash keys.
>>Lowers NPS a little, but I imagine it's still a big win.
>>
>>>3)I also assume that programs also can evaluate
>>>positions when all the moves are forced correctly
>>>as win,draw,loss
>>
>>This seems like a good idea but actually doesn't help any.
>
>I think that it can help because you need less plies to prove that white wins
>and you will have less positions that you will need to store in the hash tables.
>
>This kind of singular extension in evaluation means that you can see that one
>side won even some plies before he practically won the game.
>
>Uri



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