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Subject: Re: Best Algorithm Variation

Author: Stefano Gemma

Date: 06:50:12 04/28/04

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On April 27, 2004 at 16:33:56, Pat King wrote:

>On April 27, 2004 at 05:02:11, Stefano Gemma wrote:
>
>>Yes, i already use move ordering and iterative deepening. In my old programs i
>>had used killer moves. In the new one, i'm trying something new (genetical
>>algorithm etc).
>
>I've tried genetic algorithms before. Depending on how you implement them,
>convergence will be extremely slow to non-existent!
>
>The obvious choice of keeping winners and throwing out losers proves absolutely
>NOTHING after one game, and there have been many discussions on here that place
>the number of games needed to detect a clear difference between programs at
>5-30. When dealing with the very small differences between two sets of weights
>in the same program, I don't think there's any upper limit to the games you
>might need to draw a correct conclusion, and so instead of "evolving", you just
>end up with a bunch of more or less random weights.

True, if you apply the GA to the wole game. I'm trying to apply GA directly in
my version of alfa-beta, at node level, not at game level and at run-time. The
idea is to have some "element" that could be detected by the evaluation function
(in the future, directly by a neural network) and then to give a bonus to some
move (or sequence of move) for any different group of elements. The algorithm
themself is not so easy to explain... and still does'nt works ;-). I need to
speed up alfa-beta, before to test exaustly the GA. Because of the poor
evaluation fuction that i use now, maybe alfa-beta doesn't works so well as it
could be.

Ciao!!!

Stefano Gemma



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