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Subject: Re: Mr. Iacovoni's idea: How to program it.

Author: Alessio Iacovoni

Date: 05:20:03 08/28/98

Go up one level in this thread


On August 28, 1998 at 07:32:07, Ilya P. Kozachenko wrote:

>
>On August 28, 1998 at 03:02:02, Alessio Iacovoni wrote:
>
>>On August 28, 1998 at 01:18:14, Jeff Anderson wrote:
>>
>>>
>>>>
>>>>   Another point is that 2 engines running simultaneously could receive only 50%
>>>>of the CPU time each (or so) and so the tactical engine would not reach the same
>>>>depth as if it was running alone (at least one full ply of even more shorter)
>>>>and so, the evaluation of BOTH programs would be less reliable? Like when you
>>>>make one engine play another in Fritz 5, they are both weaker than when running
>>>>alone.
>>>>
>>>>
>>>>Serge Desmarais
>>>
>>>Well as Mr. Iacovoni suggested, this would require two processors.
>>>Jeff
>>
>>
>>By the way Jeff.. i'm not a programmer but I just read an article on the thread
>>of alt.computers.chess concerning "hsu" and deep blue... apparently his strategy
>>seems very similar... all of the moves are passed to a "unit" of some sort
>>before beeing played. The article is not very clear on what this "unit" actually
>>does. So my idea is not that original.. but at least tha fact that hsu is
>>working in the same direction does show that, at least to some extent, my idea
>>is not to stupid.
>
>BTW, how you would decide, which move - produced by tactical or positional
>engine - it's better to select ?
>It was the point, when discussing of the same idea I posted, finished.

Ok... the tactical engine comes up with it's best line which it believes will
give it a +0.60. The line (say 10 plies) are passed on to the positional
"blunder check" engine which determins if that line would bring to a postional
weakness.. (doubled pawns for example).. if it would, then it subtracts the -
value of doubled paws (I dont know how much) from the positive value of the
tactical engine (+0.60 - 0.60 for example = 0 so the line is not satisfactory).
The process is repeated as many times as possible untill a line is found which
will reach the highest overall value (tactical and strategical). The
coefficients could be weighted in such a way as to give more importance to the
tactics (I would give tactical value at least 50% more importance than
position... but that has to be decided with trial and error).... In such a way
very strong tactical lines would pass even though they receive a negative value
from the blunder check module (a checkmate +99.9 for example would pass
regardless of the - value attributed by the blunder check module). It seems very
simple to me.



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