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

Author: Uri Blass

Date: 10:59:51 06/25/04

Go up one level in this thread


On June 25, 2004 at 13:24:34, Dezhi Zhao wrote:

>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.

I do not think that rule that forbid perpetual check is hard to implement in
software.

Simply consider every check that force repetition as illegal move.

Uri



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