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Subject: Re: Artificial Intelligence in Computer Chess - *DETAILS* as promised

Author: Uri Blass

Date: 04:04:13 03/29/04

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On March 29, 2004 at 06:25:28, martin fierz wrote:

>On March 28, 2004 at 18:55:53, Artem Pyatakov wrote:
>
>hi artem,
>
>[snip]
>
>>>>On the other hand, I think a lot of researchers have been overly ambitious and
>>>>have tried to replace Alpha-Beta & tricks with a neural network or some totally
>>>>different approach. I think that with the current state of AI tools, these
>>>>efforts are bound to fail.
>>>
>>>A lot of researchers?  Other than myself, I don't know of any other workers who
>>>are attempting a complete and competitive chess playing program that doesn't
>>>tread the oft traveled A/B bag-of-tricks road.
>>
>>That's good a point (will probably include in paper) - not many are working on a
>>complete chess program, since most just address a particular section, like the
>>evaluation function. But one old effort - MORPH - comes to mind, and I think I
>>noticed a couple of other failed Neural Net efforts (don't have references
>>handy, but I can look).
>
>steven is doing a completely radical departure from A/B. but many others are
>applying more gradual changes to the A/B-model, with reasonable success
>(smarthink, kaissa, gothmog come to mind, and probably most commercial engines
>too). at least these engines make considerably larger attempts to shape their
>game tree than a "classic" A/B searcher like crafty does.
>
>[snip]
>
>>As I mentioned before, I decided to concentrate my research on move ordering for
>>a couple of reasons:
>>1) Move ordering promises big payoffs if done right.
>
>how much deeper can you search if you reach 95% move ordering success (defined
>as cutoff @ 1st / all cutoffs) instead of ~90% that most get today? how much if
>you reach 100%?

I cannot answer the 95% question but I can answer the 100%.

If you reach 100% then always choosing the first move is enough because if the
first move does not generate a cutoff no move is going to generate a cutoff so
you can finish to search to the end of the game very quickly because you search
only one move in every ply.

Uri



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