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

Author: Aaron Tay

Date: 00:41:08 04/27/00

Go up one level in this thread


On April 26, 2000 at 07:59:09, Robert Hyatt wrote:

>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...


Speaking as one of those people who have no programming skills what so ever, but
who is interested in a general way how chess programs work, I would be very
interested..

In fact, Chessmaster which has a simple personalitie setup generates quite a lot
of psots here about finding new stronger setups..What you sugguest, would be
much better and allow even more control..

Though I don't understand fully what you sugguest, what you wrote about choosing
and creating a evalution function sounds very interesting..


Who knows, a Super GM , with no programming skills might actually be able to
tune out a good program by teaching the program what to look out for in various
positions..

One thought, though such a chess program toolkit would have debates like "When
is a program altered enough to be considered mine.." to come up even more
strongly..

Anyone game to do it? This might be even more exciting than another semi-strong
chess engine coming along in the already crowded field..





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