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Subject: Re: How much time does your program need to see the draw?

Author: Robert Henry Durrett

Date: 12:34:17 06/22/02

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On June 22, 2002 at 13:47:15, Sune Fischer wrote:

>On June 22, 2002 at 11:42:31, Robert Henry Durrett wrote:
>>
>>Upon reflection on the subject, it seems to me that all successful chess engines
>>would make extensive use of any and all techniques which could speed up the
>>overall process.  You might say "Time (clock cycles) is of the essence" in chess
>>engines.  I would expect the idea of using indicators would have widespread
>>application in chess engines.
>>
>>Just as a fun thing to do, consider the possibility of indicators which would be
>>solely for the purpose of deciding whether or not to initiate execution of more
>>complicated "indicator" blocks of code.
>>
>>Bob D.
>
>I don't think there is a program not using it.
>Extension, pruning, what and how much to evaluate, those are examples currently
>in use in chessengines.
>
>But as my argument before showed, you need billions of code sections to handle
>all the individual cases.
>What you want is a actually an EGTB for all positions, and then a probe into the
>evaluator.
>The probing can be done more or less elegantly, but who should write all that
>evaluation code?

Let a specialized computer do it!

>Only if we can extract common set of rules can we hope to evaluate a significant
>subsection of those positions.
>
>Maybe it is not impossible, humans seem to be able to recognize some things very
>fast. If you ever figure out how to implement that process, then please let me
>know :)

I promise.  But don't wait for me!

>
>Think of the fortress positions, easy to see for a human, not so for a computer.
>Are they important, well yes Smirin showed us that, but how do we evaluate it
>staticly?

Someone will figure it out.

>
>-S.

Bob D.



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