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Subject: Re: Gravy for the brain that supports a 2500+ elo standard for computer GM's

Author: Chris Carson

Date: 16:36:12 06/23/01

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On June 23, 2001 at 17:17:10, Mogens Larsen wrote:

>On June 23, 2001 at 16:45:03, Chris Carson wrote:
>
>>I think I understand what you mean, but I am not sure.  Do you mean by "nuances"
>>the ability of the engine instead of the ability to the entire program package?
>>I would agree that an engine with no database support is a lot weaker.  If you
>>include learning databases (created from only engine play) then it would take a
>>lot of games to move back into the 2500+ ratings range (but it would be possible
>>if enough games are played).
>
>That would be one "nuance" to consider. There's essentially nothing wrong with
>trying to prove that a complete package is of GM strength. But is this package
>playing computer chess or advanced chess due to the major contribution by GMs
>and Nalimov? The answer isn't straigtforward IMO even though some may disagree,
>because it's all created by humans nonetheless.
>
>Even so, I believe there's a cognitive difference between creating an engine
>that retrieves external knowledge by itself and adding external sources. Mainly,
>because it affects the development of the engine, ie. less need for investing
>time in opening and endgame knowledge. If there was effective middlegame
>databases they would be used indiscriminately. I don't particularly like that
>idea.
>
>>My program "Dallas" has a very simple eval with very fast searching (mostly
>>written in assembly) and builds a learning database from playing games and it's
>>analysis of games, it updates the opening book, middle and endgame knowledge
>>databases during this period.  This means that changing the engine may make the
>>existing database mostly worthless, but Dallas has captured a lot of knowledge
>>this way, knowledg that I did not have to program into it, thus reducing engine
>>changes to bug fixes for the most part.  Anyway, I digress.  :)
>
>That illustrates some of the possibilities. Another is TD (temporal differences
>I think) used in EXchess, where piece values and other parameters are adjusted
>from game to game. Combine with learning databases and you have something
>interesting IMO.
>
>Regards,
>Mogens

You bring up some good points that I will think about.  :)

Best Regards,
Chris Carson



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