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Subject: Re: Comparison: Paradise and Symbolic

Author: Tim Foden

Date: 06:41:02 02/14/04

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On February 13, 2004 at 17:06:17, Ricardo Gibert wrote:

>On February 13, 2004 at 15:49:02, Uri Blass wrote:
>
>>On February 13, 2004 at 14:19:32, Steven Edwards wrote:
>>
>>>A brief comparison of the two knowledge based chess programs implemented in
>>>Lisp: Paradise and Symbolic:
>>>
>>>Author (Paradise) David Wilkins of Sunny California.
>>>Author (Symbolic) S. J. Edwards of Frozen New England.
>>>
>>>Date (Paradise) operational in 1979.
>>>Date (Symbolic) begun in 2003, planned completion in late 2004.
>>>
>>>Implementation language (Paradise) MacLisp from MIT
>>>Implementation language (Symbolic) ANSI C++ for the underlying chess toolkit
>>>package, ASNI C++ for the ChessLisp (by Edwards) interpreter, and ChessLisp for
>>>the knowledge based chess program itself.  ChessLisp is a comprehensive subset
>>>of Common Lisp with the addition of chess specific support.
>>>
>>>Implementation hardware (Paradise) Digital pdp10 (36 bits, Multics OS)
>>>Implementation hardware (Symbolic) Any 32 or 64 bit platform supporting ANSI C++
>>>and POSIX; currently using a mixture of Apple Macintoshes (OS X/OpenBSD), a 400
>>>MHz AMD K6 (Linux), and a dual 1.13 GHz Intel P3 (Linux).
>>>
>>>Data structure primitives (Paradise) Lisp atoms and lists.
>>>Data structure primitives (Symbolic) Lisp atoms and lists.  ChessLisp has more
>>>than a hundred primitive chess specific operations that access chess specific
>>>structure types for atoms; these types include moves, boards, bitboards,
>>>bitboard databases, positions, trees, and nodes.  About a dozen chess specific
>>>enumeration types (including squares, pieces, and directions) also have built in
>>>support.
>>>
>>>Data structure operations (Paradise) MacLisp operations.
>>>Data structure operations (Symbolic) ChessLisp operations.  Computationally
>>>expensive operations on chess structures are performed by the chess toolkit
>>>routines as activated by the ChessLisp implementation of chess specific
>>>operations like Generate, Execute, Retract, and ExpandNode.
>>>
>>>Property list usage (Paradise) The usual Lisp property list usage.
>>>Property list usage (Symbolic) The usual Lisp property list usage.  Various
>>>chess specific structure types have extensive property lists initialized by
>>>access to the underlying toolkit.
>>>
>>>Domain (Paradise) Any chess position with emphasis on complex tactical
>>>middlegame positions.
>>>Domain (Symbolic) Any chess position; support included for an opening book and
>>>for tablebases.
>>>
>>>Search rate (Paradise) Highly variable, approximate mean of 20 seconds per node.
>>>Search rate (Symbolic) Too early to tell.  Simple movepath enumeration run from
>>>ChessLisp is about 100,000 nodes per second on a 1 GHz PowerPC Macintosh.
>>>Knowledge based search will be much, much slower; the target rate is 20 (yes,
>>>only 20) nodes per second.
>>
>>1)I do not understand this target.
>>
>>This may be a result of implementing knowledge but the target should be
>>implementing knowledge and not searching less nodes per second.
>>
>>2)I know nothing about paradise.
>>I do not know about a single game that paradise played.
>>
>>If it was not developed to play games then what was the target of paradise?
>>I also guess that 20 seconds per node was in old hardware of 1980 and today it
>>should be clearly faster.
>>
>>Uri
>
>At the following link there is a short discussion (section 4.5 on selective
>search) of the Paradise program and why it possibly interests SE so much:
>
>http://citeseer.nj.nec.com/cache/papers/cs/24162/http:zSzzSzwww.cs.ualberta.cazSz~tonyzSzRecentPaperszSzreport.mac.pdf/marsland91computer.pdf
>
>If D. E. Wilkins' work interests you, here is another link that may interest
>you:
>
>http://www.ai.sri.com/~wilkins/

I'd particularly like to read this paper...

D. E. Wilkins, "Using patterns and plans in chess," Artifical Intelligence, vol.
14, pp. 165--203, 1980

... but it only seems to be available from the AI journal.  If anyone has it and
can send it to me I'd be grateful. :)


I'm also interested in this one, also from the AI journal:

Adelson-Velsky, G.M. & Arlazarov, V.L & Donskoj, M.V. (1975). 'Some
Methods of Controlling the Tree Search in Chess Programs', Artificial
Intelligence 6, pp. 361-371.


Cheers, Tim.



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