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Subject: Re: Avoiding blocked positions...

Author: ShaktiFire

Date: 20:13:17 07/15/00

Go up one level in this thread


On July 15, 2000 at 22:16:37, Mark Young wrote:

>On July 15, 2000 at 19:34:18, Dann Corbit wrote:
>
>>On July 15, 2000 at 19:24:29, Ron Norris wrote:
>>
>>>What will it take to get past GM blockades?
>>>Will programmers need more knowledge, more code, cpu strength,
>>>devine intervention?  What will solve this in the future?
>>
>>Three or four more plies should probably do it.
>>
>>There may be a simple algorithmic solution.
>>
>>That is not the only situation that causes problems for computers, but it's
>>probably the best one.
>
>3 or 4 more plies may be asking too much from the hardware as this amount of ply
>increase would take a huge jump in computer power. This problem could better be
>sloved with some better understanding in the program, I would think.
>
>I hear you are good at math, so I will ask...How much more computing power would
>it take for Deep Junior to see 4 more plies?

That answer depends on the amount of pruning done, and the programs vary in
how they implement this.  The simple answer looks like this:

The  effective branching factor is about 3.  (Average number of "playable"
moves for a position). That means each additional ply requires a factor
of 3 in computing power. Doubling every 18 months, a factor of 3 and an
additional ply is acquired in 28 months.  4 additional plies would
require 112 months = 9 years 4 months.



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