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Subject: Re: What Makes a Chess Engine Better Vs Humans?

Author: Enrique Irazoqui

Date: 11:31:25 09/06/98

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On September 06, 1998 at 13:15:47, Don Dailey wrote:

>That is a good one!  I forgot to mention this one, I've heard it a lot
>of times too.   I think this one is based on the idea that computers
>ALREADY outsearch humans, but need to play "catch up" positionally.  It
>is easy to imagine someone reasoning this way and thus drawing this
>conclusion.  I think this kind of reasoning is a fallacy although I
>have no idea if the original assertion is true or false.  Except I
>do believe that either way it's probably quite minor.
>
>I really think we have a long way to go in terms of how to think about
>these things.  We have not developed the correct terminolgy to even
>talk about it.  For instance:  What is positional play?  What is tactics?
>What is a combination?  You will get a different answer from each one
>and the answer will not be one that can be used in any kind of proof.
>
>Shall we try it on the group?   What is a combination?  Give an answer
>that has no ambiguity whatsoever.   I have never seen one in any book,
>but I've seen many attempts.  You may be able to come up with a strict
>definition of what a combination is, but I'll be many will disagree
>about what this definition should be.   Your definition will probably
>not match peoples perception of what they think a combination is.

Funny that the most elementary concepts in chess lack a definition. Call it
science. :)
It reminds me of a poll we conducted at the university of Paris: we asked a
large number of economists for a definition of "capital", and we got as many
definitions as answers. Call it science too... :)
So we seem to have a field of technical nature and lacking the theoretical body
needed to do science. And then we talk in metaphors...

Let's imagine that an immensely fast computer started playing a game of chess a
thousand years ago. By now it declared that 1.e4 wins by force, 1.d4 is a draw,
etc. I mean: the game is solved, the variations are immense but finite, so in
theory we can consider a perfect game of chess as a finite series of forced
moves. Back to real life: beacuse we don't know this series, we talk about
patterns: positional and strategic play, and in order to recognize patterns more
easily we create the Openings, the Middle-game, the End-game. Which can be
translated as: guessing how to follow when the search goes too deep. Or else,
"positional", "strategic" are metaphors. About guessing: I remember what Danny
Kopec told me in early eighties about the way GMs answered to his Bratko-Kopec
test. In the positional part of it, they would do little more than mumbling:
"the knight must go there, well... it belongs in there... well... it's clear,
no?" About patterns and therefore strategy and positional play, I wouldn't be
surprised if after asking GMs we would get similar results to the answers about
"capital": all different, based on educated guessing (so called intuition).

How about:

- Tactics: a forced sequence of moves that maximizes material.
- Combination: a form of tactics that necessarily leads to material advantage.
- "Strategy", "Positional": pattern recognition needed when the search is too
deep for us to follow.

As you know, asking for definitions is a very tricky thing to do. Those were my
2 cents again, knowing that it's a quick and dirty first approximation. I don't
know if it's of any use, but at least it has been fun. :)

>Those are great observations.  I thought I was the only one who felt
>this way.  I want to point out that I don't believe it is impossible
>to have this behavior, (I can by construction create 3 programs with
>intransitive behavior)  I just don't think it's really happening very
>strongly with modern programs.  We often (as humans) see patterns that
>do not exist.

Happens in all fields of knowledge. Desperating at times, isn't it? Interesting
too.

Enrique

>- Don



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