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Subject: Re: Post-match interview with GM Ilya Smirin at http://www.kasparov.com/

Author: Robert Henry Durrett

Date: 14:49:35 05/14/02

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On May 14, 2002 at 15:44:37, Vincent Lejeune wrote:

<snip>

>Post-match interview with GM Ilya Smirin
>
>"I also see room for improvement in the computer’s way of thinking in closed
>position, which is quite primitive and naive!"
>
> <snip>

>Some aspects of chess program’s
>play are still calling for serious improvement; such as it’s incapability to
>carry out a long-term plan, even if this plan is simple enough (ed - see
>Smirin-Hiarcs game). I also see room for improvement in the computer’s way of
>thinking in closed position, which is quite primitive and naive

<snip>

_________________________________________________

This makes me want to ask a question of the more capable chess programmers here:
 "What are the ways which chess programmers might approach the problem of
correcting the deficiencies Smirin has discussed above?"  i.e. "How to fix it?"

I am not a chess programmer.  However, it seems to me to be more a matter of
general thinking here rather than algorithm development or coding.  First come
up with the "ideas" and then try to modify the programs.  Right?

For example, when I play chess [USCF 1856], I look at a position and try to
figure out what sort of strategy would make sense.  Take an elementary case:
Suppose I decide [right or wrong, it's irrelevant] that a king-attack is called
for.  Then I will spend most of my thinking time looking at ways to attack my
opponent's king.  In other words, I FOCUS my analysis down to a limited range of
lines to consider.

I don't see why the same thing could not happen in the "mind" of a chess engine.
 Nowadays, with HIARCS and other chess engines supposedly using a lot of "chess
knowledge" to evaluate positions, why cannot these engines reach conclusions
such as "a king-attack is called for"?  If this were to be allowed by the
engine's programmer, then maybe it would be possible to program the computer to
FOCUS it's search to a search for a king-attack.  Intuitively, it seems to me
that the computer would come up with a long-range king-attack plan in spite of
itself!

This could be generalized to other kinds of plans based on knowledge-based
evaluation of positions.  If several plans seem viable, the engine could look at
all of them.

Perhaps some of this is already being done in the more successful engines.  I
have no way of knowing.

But Smirin's observations must be taken seriously.  It must be assumed that the
deficiency he thinks he sees is really there.  It seems logical to infer that
some method, such as the idea suggested above, is not being used, or not enough,
in the modern chess engines.

So, what is the way to fix these engines so that they can do a better job of
long-range planning?



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