Author: Robert Hyatt
Date: 18:44:24 05/24/01
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On May 24, 2001 at 20:47:31, Slater Wold wrote: >On May 24, 2001 at 20:16:23, Wayne Lowrance wrote: > >>My observations are that chess playing programs seem to lack the ability to plan >>a strategy during the game. Sure they can execute combinations within in their >>visible horizon. But would it be possible to incorporate on an executive level >>decision making process that would guide the chess engine in the direction of a >>particuliar goal/strategy such as queening a pawn or a King side attack, that is >>be beyond the horizon search. >>Has this been incorportated in any of the current programs? Too me, it does not >>appear so. >> >>I have seen too many games where programs have no clue as to how to proceed, so >>they just move a rook back and forth etc that indicates they are unable to come >>up with a plan and/or have played thus far without a plan only to search for >>what gives it (the Program) a best number. >> >>Wayne > >If I am not wrong, Crafty has been doing this, or something very similiar for a >long time. > > >Slate Not like he means. IE Crafty often appears to have a plan... exploiting an open file, a weak square or pawn, or a weak kingside, or a pawn majority, or whatever. But it really doesn't quite play like I do for example. IE "there is a weak square, if I can plant my knight there, then I can ...." A computer plays using serendipity.. it stumbles into a position and says "I like this" rather than starting from "how can I get there from here?" I don't particularly think either way is better than the other, when you look at the results computers are producing.
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