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Subject: Re: Symbolic: Search, planning, and a prospective

Author: Sune Fischer

Date: 02:48:05 03/15/04

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On March 15, 2004 at 05:06:09, Steven Edwards wrote:

>A traditional program does work, and the deeper it can search, the better it
>plays.  But the main reason it works is because it can push its horizon further
>than a player (human or program) that searches to a lesser depth.
>
>So it is not surprising that some authors have an almost obsessive attitude
>towards having the fastest move generator, the lowest branching factor, the
>quickest evaluation function, and a never satisfied yearning for ever swifter
>and more numerous processors.  All of these can help improve the playing
>strength of a traditional iterative A/B program.
>
>But little, if any, of the above has anything to do with artificial intelligence
>or with making contributions to other areas of research.  Neither is there much
>here that can be seriously considered novel; the number of significantly new
>ideas in the field over the past decade is embarrassingly small.  The big
>mystery to me is why intelligent people continue to work on the same old model
>that is now thirty years old; indeed, a model older than some of today's
>authors!

Wouldn't it be possible to construct a simple testbed to quickly try out a few
of the ideas and see if they have merrit?

>My effort, Symbolic, has a search space.  Its search space is a plan space and
>not a position/move tree.  There is a position/move tree, but the plan space
>search wholly governs its growth.  The tree is not for discovery, but for plan
>verification.  Absolutely no nodes in the tree are expanded unless the plan
>search process directs such expansion, one node at a time, and only for good
>reason.  The node count and the node frequency of the position/move tree is
>merely an epiphenomenon of the actions of the plan search and so cannot be
>compared to similar metrics of a traditional A/B searcher.  In fact, given a
>goal of modeling human behavior, an excessive node count or node frequency is >a
>sure sign of failure.

How does this work if winning a piece requires a 4 move combination?

How do you make it search down the first few of those moves, moves which at
first glance might even seem silly?

I can see how you could generate objects of attack, but how do you effectively
search down the "building up the attack" tree?

Each move must be part of a greater plan, on its own it might seem like a silly
move.
How do you make this connection and utilize it?

-S.



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