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Subject: Perfect Play Lookup DB in RAM...

Author: Ed Trice

Date: 05:48:12 01/08/04

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I almost forgot -- I am starting a new checkers project that will probe the
perfect play lookup databases in RAM, and UNCOMPRESSED!

This program, named ONLY PERFECT, will not have any terms in its evaluations
function except material (checker value, king value), the true distance to win,
and a means to discriminate difficult draws from trivial draws (the AGGRESSIVE
DRAW HEURISTIC.)

What I would like to test with this is how well a program will perform
postponing losses from the lost 3-move ballots.

The lookup will be very fast (nothing to decompress, everything in RAM) and it
should prove to be very interesting!

Since we learned that there are very long and difficult 4x3 positions, the
question is, if the program can elect to play into the longest loss from a great
distance away, can it hold other programs to a draw by finding the hardest win
for the opponent?

If not, will the 9-piece ppl database probed in RAM be required? Or could all
programs deal with the 3-move ballot losses?

It is an interesting theoretical question that involves "strong solutions" to
the game of checkers, which we would be able to filter down the game tree for
the first time.



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