Author: Aaron Tay
Date: 05:47:05 04/28/00
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On April 28, 2000 at 06:44:16, stuart taylor wrote: >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". >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. Isn;'t your third aspect already covered in a sense by the first two things? "Visualize plans and resulting positions?" sounds extremly general, something that computers are not good at yet... I suspect though, most engines already have special codes that trigger off, when caluculating positions that will lead to a big change in character or position i.e after large number of exchanges to a endgame, > That would be the easy part. It;s sounds hard to me..
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