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Subject: Re: Basics of Group Theory for Chess Players A Ply

Author: chandler yergin

Date: 01:41:24 05/22/05

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On May 20, 2005 at 22:15:59, Robin Smith wrote:

>On May 20, 2005 at 13:24:29, chandler yergin wrote:
>
>>On May 20, 2005 at 12:26:50, E. Nielsen wrote:
>>
>>>On May 20, 2005 at 12:04:52, chandler yergin wrote:
>>>
>>>>Each move and its response is called a ply.
>>>
>>>NO!!! There are two plies per move. :)
>>
>>As I said.. a move and it's response is one Ply;
>>a single Move is 1/2 Ply.
>>Sorry if that's too difficult for you.
>
>chandler,
>
>You are wrong. I know of no one who uses the definition you are using. Not that
>it is difficult to understand what you are saying; it is just that what you are
>saying is not remotely correct. If you think otherwise, please site a specific
>instance of anyone authoritative stating the nonsense you are spouting.
>
>-Robin
         Here's a place to start!
 You can apologize at your leisure..

http://www.rci.rutgers.edu/~cfs/472_html/Intro/NYT_Intro/ChessMatch/ToTest.html
Quoting:

"From the point of view of a computer, the difference could not be more
profound. Because of the tight constraints in how chess pieces can be moved, a
player is faced with an average of only about 35 legal moves to consider with
each turn. Computer programs like Deep Blue analyze these moves, considering the
opponent's possible countermoves, and then the countermoves to the
countermoves."

 "In computer chess terminology, each move and its response is called a ply."

 "The fastest chess programs look ahead seven or eight plies into the game.
The result is a densely proliferating tree of possibilities with the branches
and twigs representing all the different ways the game could unfold. Looking
ahead just seven plies (14 individual chess moves) requires examining 35 to the
14th power (more than a billion trillion) leaves representing all the various
outcomes.
As the computer tries to look deeper, the number of possibilities explodes.
Programmers have learned clever ways to "prune" the trees, so that all but a
fraction of the paths can be discarded without plumbing them all the way to the
bottom. Even so, a chess-playing computer looking ahead seven plies might
consider as many as 50 or 60 billion scenarios each time its turn comes around.
As bad as that sounds, in Go the situation is drastically worse."



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