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Subject: Re: Money To Be Made In Providing A Chess Program Toolkit...

Author: Robert Hyatt

Date: 04:59:09 04/26/00

Go up one level in this thread


On April 26, 2000 at 05:09:26, Graham Laight wrote:

>On April 25, 2000 at 18:13:32, Robert Hyatt wrote:
>
>>On April 25, 2000 at 08:16:11, Jerry Adams wrote:
>>
>>>
>>> I'm assuming that since there are only a dozen programs currently rated over
>>>2400+ that it must be extremely difficult to program a IM/GM level program.
>>>Does this effort require Above Average ability in programming? If so Why is it
>>>so difficult?  Is it just as difficult to becomne a 2400+ programmer as it is to
>>>become a Grandmaster? These Questions are asked out of curiosity. I think one
>>>tends to appreciate these super programms more when you understand the work
>>>which is behind it.
>>
>>
>>You need the following:
>>
>>persistence.  If you give up easily, this isn't the right thing to undertake.
>>It takes time, effort, you will make many mistakes and false-starts, and get
>>discouraged.
>>
>>reasonable chess skill.  If you don't understand a backward pawn, or a weak
>>square complex, or a pawn majority, or whatever, then your program can't
>>possibly understand them easily.  It might be a symbiotic process, as I am
>>sure that my chess skill (at least the positional understanding part) has
>>gotten way better over the years.
>>
>>reasonable programming skill.  You don't have to be a 'superstar'. Although
>>chess programming might eventually turn you into one, over time.
>>
>>I think most anybody _can_ do it.  But not very many _will_ do it.
>
>There are many people out there who would like to create their own chess
>program, and I believe there's an opportunity for someone to sell a toolkit to
>create such a program (just as there's money to be made making car kits, clock
>kits, etc).
>
>I'm talking here, btw, about a kit that makes it quick and easy to make a
>program.
>
>In 1997, I proposed an idea for how this could work: very briefly, I proposed
>the creation of a set of components for making an evaluation function from. Then
>I proposed a database of chess positions which the user could create themselves.
>Then, for each chess position, the user would be able to create an evaluation
>function (wha is important to look at varies from position to position). In
>play, when evaluating a node, the program would select the position from the
>database which most closely matches the current node, and would use the
>evaluation function to assess the position.
>
>Possibly not the perfect way to play the best chess - but conceptually an easy
>thing for people to understand! I'm frankly a little disappointed that nobody
>has taken up this idea.
>
>-g


The idea is good.  The problem with it is the same old "time" issue.  I can
think of exceptions (Steven Edwards distributed his endgame database code,
his "EPD kit", and so forth, which took a lot of time to modify, test and
debug) but they are rare.  The issue is always "do I want to take what I have
done and make it into a box of tinker-toys that can be plugged together or not,
on a whim?  Or do I want to make my engine stronger?"  For most people, the
latter question is more important.  But a few volunteers could certainly take
a couple of freeware programs, and encapsulate the critical functions, so you
could pick and choose between bitmaps and 0x88, between different evals,
different search strategies, etc...




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