Author: Robert Hyatt
Date: 13:01:50 04/10/02
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On April 10, 2002 at 14:19:34, Rafael Andrist wrote: >On April 10, 2002 at 11:52:16, Robert Hyatt wrote: >>>1. Deep Blue had 50x the knowledge of todays programs. >> >>I don't know that that statement is true. I am certain, based on details >>that I learned by talking to Hsu at the last couple of ACM events, that they >>had knowledge that other programs did not have. We had a giant discussion >>one night about opposite bishops. A version of chess genius was playing >>(I think at least) and it was saying the position was a dead draw. Hsu >>pointed out that it wasn't a draw at all and that "deep blue prototype" >>knew this. He later showed us what it thought about how to win. A GM >>had explained this to them a couple of years earlier and they had built it >>in to the program with good results. They mentioned _lots_ of such special- >>case evaluation terms that were suggested by the various GM players they had >>helping... > >IIRC you've mentioned this example already some time ago. You surely had some >very interesting discussions with Hsu/Deep Blue team. Did you implement results >of those discussions also in Crafty or do you have to keep this secret? Or do >you think that adding some of the discussed knowledge would only slow down >Crafy? > >regards >Rafael B. Andrist The opposite-color bishop stuff is in crafty in a form. However, I did it after a GM suggested it, not because of the Hsu discussion. And what I did really wasn't directed toward opposite-colored bishops, but rather was an endgame evaluation idea based on "split passed pawns" are more difficult to handle than connected passed pawns when a king or king and minor has to "hold the fort"... All knowledge "slows crafty down." However, at least for most of what I have done to date, the trade-off was considered viable. IE the "smarts" more than offset the loss of search speed/tactical acuity.
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