Author: Jay Scott
Date: 15:51:25 01/08/98
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On January 08, 1998 at 14:43:03, Stuart Cracraft wrote: >Has the method which was used to tune Deep Blue's eval function >been described anywhere in depth? I haven't seen a detailed description anywhere. There was an article in Scientific American in October, 1990 about Deep Thought. It talks a little about the automatic tuning algorithms they used back then. I don't know if they used the same thing for Deep Blue, but either way I can't tell the difference from what little I've read about DB. http://www.sciam.com/explorations/042197chess/042197hsu.html Chris McConnell, from Hans Berliner's group at CMU, wrote a short paper about estimating evaluation function weights from human games. http://www.cs.cmu.edu/afs/cs.cmu.edu/user/ccm/www/home.html http://www.cs.cmu.edu/afs/cs.cmu.edu/user/ccm/www/papers/ml.ps I keep track of this kind of thing at Machine Learning in Games. http://forum.swarthmore.edu/~jay/learn-game/index.html I don't think it's such a smart idea to train a computer to play moves that it thinks are similar to grandmaster moves. Chess programs have such different reasoning abilities than grandmasters that the computer won't see why the human played the move, and it will have to fall back on superficial similarity. Methods where the program learns from its own games are likely to work better. For example, see KnightCap: http://wwwsyseng.anu.edu.au/lsg/knightcap.html Jay
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