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Subject: Re: No Go (was Re: Markoff -- Botvinnik -- Kaissa -- Hsu -- ABC -- Berliner)

Author: Omid David Tabibi

Date: 16:22:21 06/12/03

Go up one level in this thread


On June 12, 2003 at 18:49:26, Uri Blass wrote:

>On June 12, 2003 at 02:40:10, Walter Faxon wrote:
>
>>On June 10, 2003 at 19:19:41, Omid David Tabibi wrote:
>>
>>>On June 09, 2003 at 04:01:12, Walter Faxon wrote:
>>>
>>>>Musings on nonstandard computer chess techniques.
>>>>
>>>>What's new on the computer chess front?  I note that Sergei S. Markoff's new
>>>>program SmarThink (http://www.aigroup.narod.ru/detailse.htm) is supposed to use
>>>>(among many other things) some of former world chess champion M.M. Botvinnik's
>>>>ideas.  Botvinnik's "Computers, Chess and Long-Range Planning" (Springer, 1970)
>>>>and "Chess: Solving Inexact Search Problems" (Springer, 1983) described a method
>>>>that apparently only Botvinnik's programmer/protege Boris Stilman believed would
>>>>work, which Stilman later generalized in his own book "Linguistic Geometry: From
>>>>Search to Construction" (Kluwer, 2000).  Markoff's own on-line writings on chess
>>>>algorithms (http://www.aigroup.narod.ru/indexe.htm) are only in Russian, so far.
>>>> (I am assuming that the SmarThink download doesn't include source.)
>>>>
>>>>Markoff also writes that his first program included ideas from the authors of
>>>>"Kaissa".  Those authors published papers in the 1970's on "the method of
>>>>analogies" to reduce search work, but they did not use it in their competitive
>>>>program. If you recall, Hsu wrote in "Behind Deep Blue" (Princeton Univ. Pr.,
>>>>2002) that he had implemented a stripped-down version of the analogies method
>>>>for Deep Blue.  It is the unpublished intellectual property of IBM.
>>>>
>>>>Sometimes I wonder if chess program authors mention intriguing nonsense just to
>>>>throw their competitors off the track.  I recall someone once letting slip that
>>>>he had used Botvinnik's method for an early hardware-limited microcomputer
>>>>program.  That seems unlikely.  Nearly 15 years ago an author (Kittinger?)
>>>>dropped hints that he had adopted McAllester's 1988 method "conspiracy number
>>>>search" (aka conspiracy search) for his program, using the term "nodulation".
>>>>Published results indicate that plain conspiracy numbers don't work very well
>>>>for chess.  As far as I know, today only experiments on multiprocessor machines
>>>>are being conducted; no competitive microcomputer program uses it at all.  So
>>>>was it a mirage -- or a trick?
>>>>
>>>>David McAllester and Deniz Yuret did finally publish their revised work
>>>>(Alpha-Beta-Conspiracy Search. ICGA Journal, Vol. 25, No. 1 (March 2002), pp.
>>>>16--35), nearly ten years after their initial experiments with the
>>>>multiprocessor program Star-Socrates.  And ten years from now?...
>>>>
>>>>And what about Berliner's B* algorithm?  (Actually Palay's probabilistic B*
>>>>using a probability distribution for evaluation instead of a simple range, today
>>>>suggestive that techniques from fuzzy logic might be applied.)  The chess
>>>>machine Hitech was originally built for it in the early 1980's (equal first on
>>>>points but second on tiebreak, WCCC 1986) -- and finally began using it.  As of
>>>>mid-1993 it was "almost as good as regular Hitech".   In mid-1995 it was still
>>>>"not quite as good as brute force searching."   In the abstract of his last word
>>>>on the subject (Hans J. Berliner and Chris McConnell.  B* probability based
>>>>search.  Artificial Intelligence, Volume 86, Issue 1, September 1996, Pages
>>>>97-156) Berliner writes, "Analysis of the data indicates that should additional
>>>>power become available, the B* technique will scale up considerably better than
>>>>brute-force techniques."  Berliner is now retired.  More power is available.
>>>>Where are the later papers?  Where is B* today?
>>>>
>>>>My suggestion:  you are writing a chess program.  Go ahead, put in negascout,
>>>>null-move pruning, IID, everything everybody is already doing.  Then, look to
>>>>the literature and find some method that everybody is _not_ doing.  Implement
>>>>it, experiment with it, and _publish_ your results.  Please.
>>>
>>>A nice post.
>>>
>>>Junghanns gives a good overview of all the alternatives to alpha-beta at:
>>>
>>>Are There Practical Alternatives to Alpha-beta?"
>>>ICCA Journal, Vol. 21, No. 5, 1998. pp. 14--32.
>>>http://citeseer.nj.nec.com/junghanns98are.html
>>>
>>>Just take a look at all the chess related research published in ICGA in the last
>>>year:
>>>
>>>ICGA 25(1):
>>>            Alpha-Beta Conspiracy Search
>>>            (McAllester & Yuret)
>>>            [an interesting, but old article]
>>>
>>>            A Lockless Transposition-Table Implementation for Parallel Search
>>>            (Hyatt & Mann)
>>>            [a smart transposition table idea]
>>>
>>>ICGA 25(2):
>>>            Nothing!
>>>
>>>ICGA 25(3):
>>>            Verified Null-Move Pruning
>>>            (David Tabibi & Netanyahu)
>>>
>>>ICGA 25(4):
>>>            Nothing!
>>>
>>>ICGA 26(1):    [haven't received the issue yet, just looked at
>>>                http://www.cs.unimaas.nl/icga/journal/contents/content26-1.htm]
>>>
>>>            Nothing!
>>>
>>>
>>>I believe that all this lack of research stems from the Deep Blue - Kasparov
>>>match. Deep Blue's victory convinced many that nothing is left to be done in
>>>chess, so let's move on. The new trend seems to be Go; just take a look at the
>>>two latest ICGA issues: it's all about Go. Maybe that's the reason why the name
>>>ICCA was changed to ICGA ;)
>>>
>>>
>>>
>>>>
>>>>-- Walter
>>
>>
>>Hello, Omid.
>>
>>First, thanks for you thoughtful response to my recent post.  I have been from
>>time-to-time disappointed that there is not more AI content on CCC.  It very
>>much seems to be a hobbyist board, playing with the current programs and
>>building duplicates of them, albeit with minor differences in emphasis and
>>implementation.  I've been guilty of this myself in the bitscan threads.  But
>>the few times I have tried to raise the level of discussion have been met with,
>>mostly, silence.  My last post was to an extent, a "last gasp".
>>
>>My response viz. Go.  In my opinion, tackling Go is a mistake for one reason and
>>one reason only:  very few Westerners play Go at better than a weak amateur
>>level, and most don't play at all.  In contrast, in the West chess is well-known
>>as an "intellectual" pastime, and hundreds of thousands of people play it well
>>enough to at least appreciate much of the practice of the masters.  Chess is a
>>good AI testbase because chess exhibits many understandable problems amenable to
>>AI methods while eliciting non-AI interest -- in both the readers and writers of
>>AI papers.
>>
>>I have not reread Andreas Junghanns' 1998 "Are There Practical Alternatives To
>>Alpha-Beta in Computer Chess?" but there is one obvious objection to the thesis
>>("no"):  a small number of human beings can (still) play chess at least as well
>>as the best chess computers.  That amounts to an existence proof that brute
>>force is not the only way.  And finding out how to emulate the best human
>>techniques in chess may be reasonably expected to have applicability in other
>>areas of problem solving -- maybe even Go!
>>
>>But of course we now know that chess can be effectively tackled using
>>(relatively smart) brute-force techniques.  Using any more complicated AI
>>methods tends to lose vs. the finely-tuned fast searchers, so the papers
>>experimenting with new methods tend to be of the "one-shot" variety, with no
>>follow-ups.
>>
>>Thus, my solution (mentioned in a CCC post some months ago):  a competition in a
>>new field of study:  Limited Search Computer Chess (LSCC), with rules similar to
>>that of the "RoboCup" international robot soccer competitions, the most
>>important of which is:  all code is made public after the tournament is over.
>>First cut:  100 positions per second, max.
>
>I think that limiting the number of positions  is not a good idea.
>
>Nodes are not the same for every program(some count null moves as nodes and some
>do not count them).
>It is more logical to decide about a competition at 1 second per game when the
>hardware is equal for all participants.
>


>I also do not think that trying to do the same as humans is a good idea.
>computers have the potential to do things better than humans(for example in
>backgammon computers found evaluation that is better than what humans knew).

This was exactly the point Jonathan Schaeffer made in the Haifa symposium
(report: http://www.cs.biu.ac.il/~davoudo/pubs/haifa.pdf). Intelligence should
be measured by behavior, not by thought process.


>
>
>Uri



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