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Subject: Re: has any program reached master level on chinese chess ?

Author: Dezhi Zhao

Date: 10:24:34 06/25/04

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On June 25, 2004 at 12:07:03, Uri Blass wrote:

>On June 25, 2004 at 09:43:43, Dezhi Zhao wrote:
>
>>On June 24, 2004 at 20:18:34, Keith Evans wrote:
>>
>>>On June 24, 2004 at 15:07:41, Dezhi Zhao wrote:
>>>
>>>>On June 24, 2004 at 00:24:39, Keith Evans wrote:
>>>>
>>>>>On June 23, 2004 at 13:48:03, Vincent Diepeveen wrote:
>>>>>
>>>>>>On June 22, 2004 at 07:46:02, TEERAPONG TOVIRAT wrote:
>>>>>>
>>>>>>>
>>>>>>>Hi,
>>>>>>>
>>>>>>>I've never seen any downloadable Chinese chess program that can match
>>>>>>>a strong human player. IMHO, it's much more difficult to create a master
>>>>>>>level program than in chess. In chess, when you lose the first pawn,it's
>>>>>>>likely that you'll lose the game eventually. But, in Chinese chess, you may
>>>>>>>find yourself in trouble after you have 1-2 pawns up in the opening.
>>>>>>>And you have to handle many specific endgame positions differently.
>>>>>>
>>>>>>>Regards,
>>>>>>>Teerapong
>>>>>>
>>>>>>There is no commercial motivation for writing chinese chess programs that's the
>>>>>>sole reason why the more popular of the 2 games is dominant in computer games.
>>>>>>
>>>>>>I know the rules of both games and can assure you that it is for an outsider
>>>>>>much harder to write a chessprogram beating the strongest chessprograms, than it
>>>>>>is to write a chinese chess program beating the strongest chinese chess
>>>>>>programs.
>>>>>>
>>>>>>Note that both require a big effort, but chinese chess is at a much lower level
>>>>>>thanks to commercial driven developments in chess.
>>>>>
>>>>>Don't you think that rules for xiangqi are more complicated that for chess? (See
>>>>>Chapter 4 Section 4 of http://www.clubxiangqi.com/rules/asiarule.htm) I don't
>>>>>think that there is any free Xiangqi program which understands these rules. If
>>>>>you could distill these rules into some trivial C code, then you could help to
>>>>>improve the computer referees at the online servers, and you could also help to
>>>>>improve the state of non-commercial Xiangqi software.
>>>>>
>>>>
>>>>Agreed. The rules are so complicated that a restricted search seems to be
>>>>necessary for an implementation.  Chinese rules are even more complicated than
>>>>Asian rules.
>>>>
>>>>>It is my belief that Xiangqi masters could exploit programs which don't
>>>>>completely understand these rules, but I don't have any firm evidence of this.
>>>>>It's difficult to find much written by masters which has been translated into
>>>>>English. It's not clear to me that the rules are well defined in
>>>>>computer-computer competitions, in fact there are some that believe that the
>>>>>rules should be simplified for computers. I assume that masters insist on some
>>>>>official rules when playing computers, but I don't know this for a fact. (Either
>>>>>AXF or CXA rules?)
>>>>
>>>>The effect is more than that you have described. If your program does not
>>>>understand rules, the search can not produce a correct move in too many cases.
>>>>I don't see any trend CXA wants to simplify the rules. Instead they tend to make
>>>>it more complex in each revison. Believe it or not, some Xiangqi masters even
>>>>admmitted to me that they do not understand the arcane rules well:)
>>>
>>>Do you have any examples of really decisive wins by masters over computer
>>>programs? The shorter the better.
>>An example come to my mind at this time is a game between my program and a
>>Hongkong master at ICCS years ago. The program had a wining position, ahead with
>>materials. However it only knew CXA rules and the game was supposed to be under
>>Asian rules. The master drew the game by a one-check and one-mate-threat
>>repetition which is not allowed under Chinese rules. Should the program know
>>Asian rules, it could have won the game.
>
>I see no interest in games when the hard part is to know the rules.

still far from such extent:)

>The hard part should be to choose the correct move and not to find the list of
>legal moves.
>
>I can also define rules that will make it very hard for humans to play the game.
>
>For example define a game that is identical to chess except the list of legal
>moves that is different.
>
>Players need to play every time one of the moves that win the most material
>based on 7 ply brute force search(if there is mate in 4 they have to play the
>move that lead to the shortest mate and if they can win a pawn by 7 ply
>conmbination but not more than it they have to play the move that wins a pawn
>based on 7 ply brute force search).
>
>Do not confuse win a pawn based on x ply search with real winning of material
>and if we play the same game with 1 ply instead 7 plies then every side has to
>play the biggest capture in 1 ply except cases that the biggest capture
>generates stalemate and in this case they have to play it if all the alternative
>leads to position with material disadvantage.
>
>Computers can do 7 ply brute force search and find the list of the legal moves
>but it will be very hard for humans only to find if a move is legal.
>
>Uri

I think the major cause of complicated Xiangqi rules is to prevent easy draws.
Perpetual checks, as for a simple example, is an easy-to-do in Xiangqi even for
the losing side because a king is confined to only 9 squares. Therefore,
perpetual checks are illegal.



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