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Subject: Re: Junior's long lines: more data about this....

Author: Fernando Villegas

Date: 06:17:07 12/29/97

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Hi Don:
I have heard before this issue about the difference between to bee good
for solving problems and to be good for playing a game; what I have not
heard before, neither thought in it, is the simple idea you made me see
that a game is a kind of a series of problems that arise on the fly.
Now, putting both things together, I have thought the following:
a) A game in itself can be seen, also, not only as a series of problems,
but as a problem in itself, a big one where each position or problem is
just an element of it.
b) As much in the resolution of a single problem the different aspects
of the position must be carefully weighted (not only give all the score
to material advantage or to put a knight in the center and so and so) or
the solution will not be met, so the resolution of the big problem that
is the game maybe needs a similar approach, but in different level. What
I mean here is that perhaps the purpose to get the best tunning to solve
a set of problems on the ground of a supposedly known best and second
best solutions should be replaced by the purpose to get the bigger
number of sound positions, even if sometimes that does not involves to
pick up the very best move. My thought is that in a real game between
human or computers what counts is not just to be capable of picking up a
killer move; that’s can be decisive, but not very often. Usually the
winner juts made a greater number of sound positional moves until that
produced enought positional and finally material advantage by discrete
and succesive steps. GM are not GM because they see all tactical shots
-in the contrary, they miss a lot- but on the ground of better
positional moves. They know what is better or at least good in a
position and so they even does not calculate too much and so sometimes
they miss sometimes tactical opportunities. So, I can imagine a test
where the goal is not to pick up the very best moves, but to play the
larger set of sound moves in minimal time. Can we call this a kind of
fuzzy logic?
Using this kind of approach, a program -or version- that has never pick
up a killer move in a test could get a better score than another that
did it, if the first did get more sound moves in less time for the
complte set of problems. Have you teste that approach?
Fernando, the guy with the great mouth



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