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Subject: Re: Avoiding blocked positions...

Author: Dann Corbit

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

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On July 15, 2000 at 23:13:17, ShaktiFire wrote:

>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.

Moore's law has been accelerating.  For the last ten years, power has doubled
every year.




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