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Subject: Re: Holy Grail of Computer Ches

Author: Scott Gasch

Date: 11:56:26 03/22/02

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GENERAL:

An engine that can solve very difficult positions (like NOLOT one) for the right
reason in a short period of time.

A smart way to generalize a chess position into a class... or to classify
features of a position into themes and thereby facilitate some kind of learning
mechanism not based on precise positions but rather on ideas.  This is more how
humans work.  The problem is the exceptions to the rule...


KNOWLEDGE:

More integration of perfect knowledge: larger EGTBs and better node recognizers.

Better understanding in the evaluator.  Pick your area: king safety, fortresses,
drawn positions, closed positions, dangerous vs. benign passers, etc... there is
room for improvement everywhere.


BRANCHING FACTOR:

A good selective move generator.  Human grandmasters are not brute force
searching.  If your engine had a GM sitting on its shoulder who whispered the
four most important moves to consider... at least in qsearch...

Some dynamic move ordering scheme that works better than the ones commonly used
today.

Some cool new pruning idea.


RAW SPEED:

A way to eval the same features of a position faster.

A way to speedup the search.



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