Author: stuart taylor
Date: 03:44:16 04/28/00
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On April 28, 2000 at 04:39:53, Aaron Tay wrote: >On April 28, 2000 at 00:35:30, Michael Neish wrote: > >>On April 27, 2000 at 21:58:09, stuart taylor wrote: >> >>>Is it possible to program a computer to set many possible future scenarios of >>>favourable positions possible to arrive at with same material ballance (from >>>that current position-some time later, even 40-60 ply's or more), then have >>the program find ways how to get there? >> >>I'm not sure I understand what you're saying. Do you mean having the >>computer shuffle the pieces about on the board without removing any, >>until it finds a position which is positionally superior for itself, and >>then try to find a way to get there move by move? > > >> I'm no expert, but this sounds terribly difficult to me, especially since its >opponent isn't exactly going to allow the computer to reach that position >without a fight, > >It seems to me that many chess books try to discourage the "I move there, you >move there, then I will move there" kind of thought..Not that ,tactics arean't >important. > >But it seems that many times,intermediate players like me are advised to do >this.. > >1)Visualise the best squares where your pieces should go, >2)form a plan based on the pawn structure, etc etc then >3)try concrete moves to achieve that plan.. > >I think he is sugguesting that..But I doubt that such a plan if succuessfully >implemented would lead to "Top class human planning skills". It's too simplitic, >model of Human planning.. > >Also, I'm not sure how the program can decide what type of "plans" is necessary >for what type of positions. Could it be preprogrammed in a database with various >pawn structures and/or with a learning function?? > >Ideally based on the type of position, the program could apply difference >rules,and evaluation functions to lead to a more efficent search ,better move >ordering whatever.. > >However, I'm not sure if this idea is entirely new, maybe it's already >implemented in small ways in most programs, that have endgame codes etc etc.. > >Maybe someone could program a engine to mimic a Human, in the sense, that the >program plays only certain types of openings, much like a starting Human does, >build up it's knowledge of this type of positions, then move on to another >opening.. I mean-with or without exchanges. If the computer could know which type of "possible" position "would" be good, then it can know what to try and calculate. So the machine will be doing three things instead of the normal two. Normally it calculates, and it does so based on knowledge and its positional assesments. But a third thing would be to visualize plans and counter plans by way of something which a computer could do-to estimate possible resulting possitions, and to decide which of those positions should be striven for. That would be the easy part. Then maybe the programmers would know how to take it from there with calculations, relative visualizations, pruning techniques with all the crossfire etc. Can such a thing ever be produced? Programmers? anyone? (Aaron Tay already has ideas that could help this be done.e.g.as it does with end game databases etc.) S.Taylor
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