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Subject: Re: Why use opening books in machine-machine competitions?

Author: Sune Fischer

Date: 06:34:28 11/25/03

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On November 25, 2003 at 04:02:45, Reinhard Scharnagl wrote:

>On November 25, 2003 at 03:59:07, Richard Pijl wrote:
>
>Hi Richard,
>
>[...]
>
>> So, you should probably go all the way (forbid all precomputed results in any
>> form, also the hardcoded variants without external files) or allow everything
>> (that is legal, e.g. considering copyrights), like it is now.
>
>... as I proposed in [http://www.rescon.de/Compu/schachfair_e.html]:
>
>The size of a chess engine including its used persitant data has to be limited
>on approximately 1/4 MB, based on a strongly compressed form which could be
>achieved using high-quality packers. This has different reasons. It is not to
>provoke any competition e.g. in hiding pre-compressed components, and also the
>choice of a programming language thereby might have less effect on the relevant
>measuring size. System DLLs (without any relationship to chess) naturally
>should not been taken into account.
>
>Regards, Reinhard.

I don't like that proposal.
1/4 MB is completely arbitrary, with some compilers you get close to this just
with a "hello world" program.
I prefer to use C++ which in my experience has a tendency to produce bigger
executables, should I really be forced to use C or even assembly just to comply
with some silly size of binary limitation?
That won't help A.I. one bit I can tell you that.

Also you should re-think that 'persistant' data idea, an algorithm is also
persistant data.

If I write in my code:

 if (ImUnderSeriousAttack())
    score -= huge_danger;

then that is persistant data.

All kinds of knowledge is persistant,
whether you get the result from an algorithm or a table
is just a matter of speed tuning.

A.I. research is actually about becomming smarter based on experience, so you
have a need to store things, e.g. history tables is a little A.I. in the search.

IMO the most interesting (not necessarily the best) solution would be if the
programs started without book and slowly generated them by experience.

Even more interesting if they started with no knowledge of the game rules and no
algorithms and weights set to zero, but you have to start *somewhere* :)

-S.



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