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Subject: Re: Plan Derivation challenge

Author: Mike Stoker

Date: 05:47:52 10/28/98

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On October 27, 1998 at 16:59:52, Hristo wrote:

>On October 27, 1998 at 06:04:02, Mike Stoker wrote:
>
>>Hello everyone,
>>
>>I am a newcomer to the CCC, although I have been passively interested in
>>Computer Chess for a long time.  Please excuse any statments in the following
>>which appear ignorant!!
>>
>>I consider that it is high time to move away from the brute force method of
>>chess playing - ie calculating 100000 positions per second.  Whilst there is no
>>doubt that this have achieved significant results over the past few years, the
>>fact that top class humans can accomplish as good or better results looking at
>>just 2 or 3 positions per second would suggest that we might be missing
>>something.
>>
>>I believe this missing ingredient  is planning.  Now computers obviously lack
>>the features of a human which make our planning so efficient - i.e. logic,
>>pattern recognition, reasoning etc.  All of these things are in essence a way of
>>generalising a wide variety of positions to extract just the relevant details.
>>
>>I believe that plans should be built up in much the same way as designs are -
>>1. Consider the ultimate goal of what we are trying to achieve
>>2. Break this goal down into a few subgoals
>>3. Take the FIRST subgoal and break this down into further subgoals
>>4.  Repeat steps 2 and 3 until we can calculate the moves to accomplish the
>>first subgoal.
>>
>>Take for example the case of K and P vs K
>>    The ultimate goal is mate.
>>    Subgoals are "Queen the Pawn" and "Force Mate".
>>
>>My assertion therefore is that we never need to CALCULATE past the first
>>subgoal, when we can recognise that conditions are ripe for accomplishment of
>>the remaining larger goals.
>>
>>Vast savings in calculations can be obtained by working out general rules to
>>accomplish the lowest level goals.  For example in "Queening a Pawm", a program
>>needs to work out the rules that if a Pawn is closer to the queening square than
>>a king, then it just needs to push the Pawn, otherwise, it needs to support the
>>pawn with the king, by taking the "Opposition" etc.
>>
>>As a challenge to all chess programmers, it would be interesting to see if
>>anyone can derive the rules required to promote a pawn without it being
>>captured, based solely on a knowledge of the legal game moves.  This one of the
>>most simplistic chess positions, but obviously not a trivial task.  However, if
>>we can accomplish this, I believe it will be a giant leap forward in the quest
>>for more intelligent computer programs.
>>
>>Mike.
>
>Mike, I totlay agree with the general conclusion about brute-force or
>"inteligent"(different) approach for solving the "chess".
>I've tried to  start conversations about this in this forum, but most people
>don't want to think about this. They need results and they need them now!
>Be prepared to get *edjucated* ...
>Meanwhile I'm working on a chess engine, which uses a completely "alien"
>approach. It's tough when there is not enough time to be able to concentrate on
>the problems I'm facing. Designing a chess engine using the "old" style of
>building up alfa-beta trees, implementing some subjective(what is the material
>value of the pieces? How important is the material?) chess knowledge is
>relatively easier than starting with a fresh approach and getting it to work.
>So it will take time even for those who are interested to try something
>different. Will it work?! I don't know. I have some very interesting results ...
>but the program is still not playing chess. :(((
>
>What you suggest as possible approach might actually result in some very
>interesting chess algorithms ... the only problem that I see is the definition
>of "subgoals"! This is where things can go wrong or good! :)
>
>cheers
>Good luck.
>hristo

Hi Hristo,

I've just started designing my own "intellegent" chess program.  If I find any
interesting results, I'll let you know.  I'd be grateful if you could keep me
informed of any progress you make - either by this forum or by email.  In this
way, we may be able to cut our workload in half.  If anyone else is interested
in making a collective effort at programming more intellegent chess, let us
know!!

Cheers,
Mike.



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