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Subject: Re: Evaluation Function

Author: José de Jesús García Ruvalcaba

Date: 09:48:54 05/06/99

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On May 06, 1999 at 11:34:51, José Carlos wrote:

>  I'm finishing writing the first beta version of my chess program (Averno). It
>is quite simple at this moment, but I always try to be original, and I have an
>idea about the eval function:
>  Instead of "inventing" rules for evaluating positions from my experience in
>chess (or others experience), could it be possible to make the program invent by
>itself those rules? I mean, if I was able to write some code for, starting with
>a position, an evaluation (taken from grandmasters games) and a best move, the
>program could "inference" (sorry, I dont know this word in english correctly,
>but I hope you understand) some rules that he, later, use in his games.
>  How? Well, there are many interesting AI methods to do this. I'm particularly
>interested in Neural Networks, but some others may be suggested.
>
>  Have any of you thought of this any time? Any ideas? Any real cases?
>
>  Regards.
>
>  José C.

	Deep Blue's evaluation was tuned automatically, the weigths of the terms of the
evaluation function were solved by a least squares method, trying to reproduce
the moves of the winning side of a few thousands grandmaster games.
	What I do not like about Deep Blue's method is that winning a game against a
grandmaster is not a guarantee of playing only good moves in that game.
	I would like to see a program that actually invents the terms of the evaluation
function, then checks if they are actually relevant, and finally weigths them;
and in a more rational way than the Deep Blue method.
José J.



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