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Subject: Re: Pattern Recognition and Chess

Author: José Antônio Fabiano Mendes

Date: 07:16:00 10/11/00

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On October 11, 2000 at 05:40:43, Graham Laight wrote:

>On October 10, 2000 at 20:56:58, Michael Neish wrote:
>
>>
>>Hello,
>>
>>I'd like to learn a little about pattern recognition as applied to Chess, and
>>would like to ask whether anyone could direct me to some information either
>>online or in the literature, or has first-hand experience at this sort of
>>programming (or knowledge), and would like to comment about it.
>>
>>All I've heard up to now is that techniques like genetic algorithms and neural
>>networks fail woefully at Chess.
>>
>>Well, I got tired of trying to etch the same path as everyone else is (null
>>move, mobility scores, hash tables ... ) and have decided to try something
>>different.  Please forgive my naivety. :)
>>
>>Cheers,
>>
>>Mike.
>
>Good thinking, Mike!
>
>Whatever you do, don't let the people here discourage you. When you ask to
>discuss this kind of thing, you tend to get a lot of "can't be done", "not in
>our lifetime", and other such ill thought out remarks.
>
>Well the fact is that most people in the chess community have dedicated their
>lives to the fast search method, and are not willing to countenance the
>possibility of alternative ways. One famous science author (can't remember his
>name, but it's from his book "The red Queen") said that science does not usually
>advance until the people in charge, who believe in the prevailing doctrine, die.
>
>You know what I say?  Of course NNs can recognise patterns - that's EXACTLY what
>they do well! Nobody has done it yet for chess - but if NN chess pattern
>recognition had received as much study as fast searching has, I think it would
>be doing it well by now.
>
>Genetic algorithms?
>
>Yes - with some imagination these could be used as well. If you make a selection
>of "components" for evaluating chess positions, a genetic algorithm might be
>able to both select the best combination of components and tune them to make the
>computer evaluate positions to the satisfaction of a strong player.
>
>My suggestion has always been to select among (a database of) different
>evaluation functions, depending on the current position.
>
>Whatever you do in the knowledge arena, you're going to pay a high price in
>terms of NPS. Human NPS is probably about 2 to 4.
>
>Given the persistent weaknesses of today's strongest programs, there could be
>rich rewards for the individual or team that addresses these issues.
>
>links to get you started:
>
>http://forum.swarthmore.edu/~jay/learn-game/systems/neurochess.html
>http://forum.swarthmore.edu/~jay/learn-game/systems/sal.html
 http://www-formal.stanford.edu/jmc/chess.html   JAFM



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