Author: Dr. Gregor Overney
Date: 12:27:09 12/17/98
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On December 17, 1998 at 09:46:53, Jose A Guerrero wrote: >Hi, I'm new in this club. I'm Statistic & Operational Research Ph. D.For the >last 13 years I'm working in Health Management. > I'm interested in chess data modeling. Rotated bitboard is a fast model, but i >don“t know if other model advances in RECURSIVILITY aspects of usual chess >algorithm: move generation, move ordering, null moves, positional evaluation, >..., and in REINFORCING LEARNING aspect of knowledge base: Knowledge Rules and >Metarules, Abstract models... >Could you tell me some references for this subject. Thanks. I am not quite sure if you are asking for current or "new" methods to program board-games. Anyway, here's some input that might be helpful: To find out what is currently "state-of-the-art" in computer chess, I recommend - articles published in the ICCA journal (http://www.dcs.qmw.ac.uk/~icca/journal.htm) - Crafty source code For a nice introduction (you might not need this): - http://home.fda.net/~wzrdking/chessprg.htm. I hope the author will find time to complete those chapters. Crafty contains most of the "good stuff" to make a chess program work. According to Bob "if it's not in Crafty, either it is on the 'to do' list, or it has been tried, found wanting, and discarded." Anyway, new ideas might be found at other places: - If you want to explore "new ways" of giving chess programs AI capabilities, check out HMM (Hidden Markov Model) (http://www.entropic.com/htk/HTKBook/node3.html). HMMs are useful to teach a computer how to understand speaker-independent language input. HMMs might be useful for the "learning aspects" of a chess program. - An other way to find out more about board-game programming is to check out recent progress made for 'Go' programming (mostly pattern recognition stuff). But there are several good papers available on the net on this subject. If you are interested, I can dig through the once I found. Gregor
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