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Subject: Re: Programming idea-to get computers really its limitations?

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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