Author: James Long
Date: 20:37:33 12/18/98
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On December 17, 1998 at 15:27:09, Dr. Gregor Overney wrote: >On December 17, 1998 at 09:46:53, Jose A Guerrero wrote: > > >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. I will. Right now I'm spread pretty thin between work, college applications, A+ cert, and last but not least my new engine Galahad. Somewhere in between I need to spend some time with my wife and should probably walk my dog. :-) Hopefully I'll find (or make) time in the next couple of weeks.... --- James > > >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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