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Subject: Re: Computational question for mathematicians, philosophers & computer-geeks

Author: Les Fernandez

Date: 17:09:07 03/02/05

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On March 02, 2005 at 18:59:18, Axel Schumacher wrote:

>Hi all,
>I have two question regarding the storage requirements for information; I hope
>somebody can help me with answering them. Please excuse if my questions are
>stupid.
>
>1. For each data-point (e.g. let's say the position of a pawn on the chessboard)
>one requires 1 bit (either 0 or 1). Right? However, the information does not
>include where the pawn is located. So, how much data has to be stored to
>describe e.g. the position of a pawn?

Actually to store color, row, col and piece requires 9 bits the way I work with
it.

>
>2. How much calculation power is need to calculate a certain amount of data? I
>know, this this may sound a little bit abstract and, of course, it depends on
>the time-factor. But let's you have 1 terabyte of data in a data-spreadsheet.
>What calculation-power (e.g. amount of average desktop computers) is needed to
>make simple algebraic calculations with such a data-table?
>
>I hope sombody can help me with this.
>I'm writing a paper in which I make an analogy from biostatistic calculations
>with chess and calculations in chess (e.g. from a typical chess program). The
>reason for this is to examplify how biological data can be stored and how it can
>be interpreted. In this special case we are dealing with 3.6 x 10^14 raw data
>points deriving from chemical modifications in the human genome (so called
>epigenetics). For example, is a specific DNA base in the genome methylayted or
>not we have the state 0 or 1 again (plus this data has to be referenced). These
>information-units could interact in an infinite number of ways, so that it seems
>that it impossible to make sense out of them. However, IMHO, the analogy with
>the game of chess exemplifies that it still should be feasible to approach the
>problem of complex genetic information. In chess, a small number of rules can
>generate a huge number of board configurations (states), which are analogous to
>the configurations of molecules obeying physiological laws. Chess is known to
>have also an infinite number of possible combinations in its play but in theory
>the number is finite, since specific positions are impossible, as not all
>(epi)genetic factors can be found in all functional working combinations. E.g.
>it is said that in chess ‘merely’ ~10^43 to 10^50 states (positions) are needed
>to to describe the state (or the game) of the system. Out of these subsets of
>possible states, patterns can be established and calculated. So it is not
>necessary, to know every possible state. It is obvious that pure reductionism,
>the theory that all complex systems can be completely understood in terms of
>their components, may not be a fully fruitful approach.
>Yet, recent development in the field of complexity (e.g. statistical mechanics)
>has come up with alternative statistical approaches. It considers the average
>behaviour of a large number of components rather than the behaviour of any
>individual component, drawing heavily on the laws of probability, and aims to
>predict and explain the measurable properties of macroscopic systems on the
>basis of the properties and behaviour of their microscopic constituents. Chess
>programs don't rely on brute force alone anymore. Maybe such 'pattern
>recognition' or reduction of legal states can help in making sense out of
>complex data.
>Your opinion? Answers to the qustions? :-)
>
>Axel



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