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

Author: Sune Fischer

Date: 12:59:38 06/22/02

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On June 22, 2002 at 15:34:17, Robert Henry Durrett wrote:

>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!

You mean write a program to write a chessprogram?
Somehow I don't think we're approaching a solution here... :)

>>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.

I doubt it :)

-S.



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