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Subject: Re: ROTATED BITBOARD vs OTHER DATA MODELING

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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