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Subject: Re: Good idea for a correspondence chess program?

Author: Dale Kirton

Date: 09:59:27 01/10/03

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On January 10, 2003 at 04:56:25, David Rasmussen wrote:

>On January 09, 2003 at 14:17:06, Stan Arts wrote:
>
>>Hello,
>>
>>I often read computerprograms are so bad at correspondence chess. That would
>>make sence, since they run up a very steep wall after about 10-15 full moves of
>>analysis.
>>
>>Wouldn´t it be possible however to write a program, that could spend it´s hours/
>>days of time for a move in a different way, searching much shorter, say just 5
>>minutes or less per move and then automaticly "play" (like in normal games)
>>lines against itself to great depths, sometimes discovering refutations, and
>>then disregarding this move and try to resolve other moves this way.
>>
>
>It is certainly possible to make a program with a "much" better branching factor
>(meaning it will reach the "wall" at a higher depth), by making the program less
>immediately tactically aware. That is, most programs go for discovering tactics
>as soon as possible (which is very hard, and it is a non-trivial subject). But
>one could make a program that wouldn't a very fast tactics finder (less
>extensions specifically, but also a number of reductions), but which would have
>a lower than usual branching factor, so that running for a number of days would
>make it search deeper than a "normal" chess engine, but also be tactically
>reasonably safe up to that depth. In fact, a personality could probably be
>defined for this for programs that have a personality feature: Minimize
>extensions, increase selectivity (certain kinds anyway)
>
>/David


What do you mean by "minimize extensions"?



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