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Subject: Difficult to Program?

Author: Bob Durrett

Date: 18:49:11 11/20/00

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On November 20, 2000 at 13:06:26, Rafael Andrist wrote:

>On November 20, 2000 at 12:26:24, Bob Durrett wrote:
>
>>On November 20, 2000 at 12:13:04, Severi Salminen wrote:
>>
>>>
>>>>Maybe a computer chess programmer would be willing to modify his program to add
>>>>the capability to measure the amount of time the program uses to find the
>>>>solution.  That would not give a direct measurement of how difficult the
>>>>position would be for a human player, but might give some indication at least.
>>>>
>>>>Incidentally, you could try using a stopwatch.
>>>
>>>I don't think that is a good idea. Computers can find very deep combinations
>>>very fast and the same position might be allmost impossible for a human. I think
>>> better approach would be to check out the types of moves that lead to solution.
>>>If there are many non_captures, non_checks and non_promotions, it is probably
>>>more difficult for a human. Captures, checks and promotions are easier to find.
>>>Also the depth is an issue, mate in 10 is harder than mate in 2. And mate with 5
>>> sequential captures is easier than a mate in 4 with "silent" moves.
>>>
>>>Severi
>>
>>The above hi-lights the issue of "What Makes a Position Difficult for a Human to
>>Solve?".  This should be of great interest to computer chess programmers because
>>it would give an indication as to how to program chess-playing programs to put
>>up the greatest resistance to human opponents.
>>
>>In human vs human chess, one very successful strategy is to keep on posing very
>>difficult problems for the opponent to solve.  Eventually, the opponent may
>>crack under the pressure!  [Of course, if the opponent is following this same
>>strategy, then problems posed by the opponent must be solved also.]  I see no
>>reason why this would not apply in human vs computer [or visa versa] games.
>>After all, the top GMs whip the chess programs by playing anti-machine
>>strategies.  Why not let the engines turn the tables on the GMs and play
>>anti-human chess against humans?
>
>I would be nice to have algorithm that detect that. But: It's more difficult to
>find the silent moves for the computer than the human (at GM level). So, first
>the program need to find the silent moves in normal search and then detect that
>these are silent moves. I case of finding a mate this would be not very
>difficult to program, but if the gain is some positional advantage or a silent
>attack, a human can easier find the silent moves.

Perhaps so.  Perhaps it would be difficult to program.  But when did that ever
keep a dedicated chess programmer from trying?

If your life depended on it [obviously it does not], how would you tackle this
"difficult" programming task?



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