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Subject: Re: a challenge to all competent computer chess programmers !

Author: Duncan Roberts

Date: 04:39:06 12/22/03

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On December 22, 2003 at 07:24:59, Ulrich Tuerke wrote:

>On December 22, 2003 at 07:08:09, Duncan Roberts wrote:
>
>>Different software engines have different strengths and weaknesses in different
>>types of positions and I once saw mentioned the idea that one could raise the
>>elo level of chess software by 150 points by having some software which would
>>interface with the top 5 programs and would have all of the strengths and none
>>of the weaknesses of each individual program. This would be achieved as the
>>interface program would ask the individual program to only play the type of
>>position it played best at.
>>
>>kasparov once mentioned that in certain positions junior plays at 150 elo points
>>higher than the competition, on the other hand he said fritz is more 'certain'.
>>
>>An interface program should be a far tougher challenge for kasparov to crack. It
>>would truly reflect the best of computer science against the best chess player.
>>
>>I do not know much about computer chess, but I assume that to implement this in
>>at least a basic way should not take a great deal of time. (a week ?)
>>
>>Is this right? and if so (although it is easy to ask) why is nobody doing it.?
>>
>>There must be many good programmers on this site whose chess programs while good
>>cannot realistically hope to reach the 'top 10'. Surely (assuming the top 5
>>chess program authors co-operate with this) they would be making a much bigger
>>contribution to computer chess by implementing an interface program.
>>
>
>So, the interface program has to find out, which engine to invoke in a
>particular position. I would guess that this is at least a highly non-trivial
>task. -:)
>

To do it in a basic way it could look, at open, closed, blocked, beginning ,
middle and end game.

would that be non trivial and should it in theory give it a good improvement. ?


>I am also quite doubtful whether it really makes sense to switch engines within
>a game, this way violating continuity of game. E.G., engine A may thrive for a
>position which engine B doesn't like at all.
>
>BTW, SMK's older project - development of a kind of triple-brain - had gone a
>bit into a similar direction. Stephan had 2 different engines, analyzing
>simultaneously, and a 3rd program controlling them and making a decision which
>result to accept. AFAIK, this project had terminated.
>

if it did not look at the type of position, and it did not analyze itself  on
what basis did it decide which is best ?
>
>Uli
>
>
>>
>>
>>
>>
>>duncan roberts



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