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Subject: Re: Who is the better chess program author?

Author: Miguel A. Ballicora

Date: 11:20:53 12/12/01

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On December 12, 2001 at 11:34:09, Christophe Theron wrote:

>On December 12, 2001 at 08:50:48, Gordon Rattray wrote:
>
>>On December 12, 2001 at 08:22:44, Steve Maughan wrote:
>>
>>>Gordon,
>>>
>>>>>The least important kind of experts from the list above are the chess experts.
>>>>>
>>>>>Yes, sorry.
>>>>
>>>>
>>>>I'm not entirely sure what you mean by this, i.e. it's possible for something
>>>>to be the "least" while still being vitaly important, it's just that other
>>>>things are even more vitaly important. ;-)
>>>>
>>>>I agree that chess knowledge isn't essential in order to write a decent chess
>>>>program, but that doesn't mean that having chess knowledge wouldn't make it
>>>>even better or easier to write.  For example, computers are generally weak in
>>>>the area of long term strategic planning.  Maybe if more grandmasters wrote
>>>>chess programs (assuming they were strong in the other areas of course!) this
>>>>aspect could be tackled more.  i.e. how does a programmer program "planning"
>>>>functionality if they're not very good at it themselves?
>>>>
>>>>Also, chess knowledge must help while testing a program.  e.g. if it loses a
>>>>game, where did it go wrong?
>>>
>>>I think there is a subtler point that Christophe is making - that is *too*
>>>*much* chess knowledge can sometimes hamper program development.  A program that
>>>is written by a chess master may be too ambitious in the knowledge that
>>>contains, especially early on in the development.  The programmer may find it
>>>inconceivable that a concept such as 'tempo', is left out of the engine.  This
>>>results in a slow knowledge rich engine that is outsearched by the dumber
>>>competitors.
>>>
>>>It is interesting to note that most, if not all, of the top programs are written
>>>by sub-experts i.e. with a rating of 1400 - 1800 ELO.  It would seem that this
>>>range is 'optimal'.  Authors with strong chess ability never seem to quite make
>>>it to the top e.g. Chris Whittington, Vincent Diepveen.  Maybe Vincent has the
>>>best chance as he is also a professional programmer.
>>>
>>>Regards,
>>>
>>>Steve
>>
>>
>>What you say is true, but it assumes that the developer is weaker in some of the
>>other areas (e.g. game theory, program design).  I said "assuming they were
>>strong in the other areas of course", so the grandmaster/programmer would know
>>about things such as knowledge versus speed.
>>
>>I'm not suggesting that chess knowledge is the most important factor, but I
>>think it could play an important part in conjuction with other aspects.
>>Consider, for example, if a grandmaster offered to assist a chess programmer as
>>and when the programmer saw fit.  Surely this would be a significant benefit?
>>
>>I just don't think that chess knowledge can account for next to nothing.  But
>>maybe nobody was suggesting this anyway, as my interpretation of "least" (see
>>above) highlights.
>>
>>Gordon
>
>
>
>I'm not saying that chess knowledge accounts for nothing. I just dispute the
>fact that chess experts have chess knowledge:
>1) that would be useful for a chess program
>2) that a weak player like me cannot either find by itself or find around him
>(by asking to better players or finding it in books)

So, you get the knowledge from books rather than personally. In that respect
I can argue that game theory is even less important. I bet that most
of the algorithmic tricks that you use you either read them once
or develop it yourself. You cannot do anything if you are not a good programmer
and that, I think, we can agree.

Miguel






>
>I'm doing chess programming since a long time and I don't think I would have
>benefited much from a grandmaster by my side, if I had been given the
>opportunity to have one.
>
>And as I have said many times, I even believe that a gransmaster involved in a
>chess programming team would be counter productive.
>
>Human players have to rely on heuristics often designed to compensate for some
>weaknesses of the human brain. Computers do not have these weaknesses, and so
>should not use these heuristics. An obvious example is the ability for a
>computer to compute thousands of complex variations without fearing to miss one.
>The human brain cannot do the same. I believe the concept of tempo is also an
>example.
>
>On the other hand there are heuristics the human players use that are of too
>high level at this time for computers. I guess the concept of planning is one of
>them. Human players are able to build on their past experience to come up in a
>given position with a set of plans that are most likely applicable. That's
>something I have no idea how to do with a computer. I guess other teams are
>working on this idea, but it seems that nobody actually succeeded.
>
>
>
>    Christophe



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