Author: Dan Honeycutt
Date: 11:08:44 06/02/04
Go up one level in this thread
On June 02, 2004 at 12:23:29, Robert Hyatt wrote: >On June 02, 2004 at 06:48:03, Vasik Rajlich wrote: > [snip] >>frosting on the cake. >> >>For an amateur engine though, it's just a distraction. We have enough of those >>as it is. The various zero-cost solutions are totally sufficient. > > >What is a "zero cost solution" to the book problem? I've been working on a >chess program since 1968. I have _never_ found a "zero cost solution" to the >book problem. My current effort is the closest there can be, because once I >wrote the code (which did not take months of effort by the way) it began to >manage its own book, freeing me from that responsibility. Net gain in >productivity was very large. If you don't learn, you either hand-tune or get >killed. The former is a huge time drain, the latter is unpleasant. :) > >I have published a paper in the JICCA explaining _exactly_ how I did learning. >So you don't have to start from scratch, which I did. And even from scratch it >was hardly a huge effort. The complete learning code in crafty, book and >position, importing, exporting, everything is 1200 lines of C with plenty of >comments. It isn't _that_ hard to do... > >I'm sure that if I could do it, anyone could do it... > > > >> >>Just my 2 cents of course ... >> >>Vas I think Vas was talking to me, not you. A (near) zero-cost solution is to get a collection of high quality games, grind those into a book and let the engine play move so-and-so the same percent of the time as played in the games collection. Your engine prefers 1 d4 over 1 e4. Mine has too little experience to know what it prefers. Dan H.
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