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Subject: Re: Semi-OT Go programming

Author: Tord Romstad

Date: 09:40:39 05/25/05

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On May 25, 2005 at 11:51:31, Paul Clarke wrote:

>On May 25, 2005 at 06:17:02, Tord Romstad wrote:
>
>>On May 25, 2005 at 05:56:22, Vasik Rajlich wrote:
>>>
>>>So maybe you could say that if you want to be an engineer, write a chess
>>>engine, while if you want to be an innovator, write a go engine.
>>
>>That's indeed an excellent summary.  I would like to add that if you want
>>to combine both types of skills, shogi is somewhere in the middle (though
>>of course much closer to chess).
>
>Shogi does indeed look interesting. I've written a toy shogi program using
>alpha-beta search with the usual refinements; it plays fairly badly,
>particularly when there are a few pieces available to drop and the branching
>factor jumps to 200 or more.

Actually, I don't think the big branching factor is the most important
difficulty in shogi (or in go) compared to chess.  The really big problem is
that it is so much harder to write an accurate evaluation function.  Chess
positions are relatively easy to evaluate because material (which is easy
to count) is usually more important than everything else.  Shogi is
different.  Except in the early phases of the game, material is less
important than factors like initiative and king safety, which are very
difficult to quantify.

I am the author of an engine for a chess-like game with a relatively big
branching factor:  Glinski's hexagonal chess.  The branching factor is
not quite as high as in Shogi, but positions with more than 100 legal
moves are very common.  I initially expected it to be considerably more
difficult to make a strong program for this game than for normal chess,
but this does not seem to be the case.  My hexagonal chess engine is
very similar to my normal chess engine (in fact, most of the code is
shared), and the same techniques seem to work equally well in both
games.  It is difficult to estimate the strength of the hexagonal chess
engine accurately, but my impression is that it is roughly comparable
to my normal chess engine.

>It could be improved quite a lot without abandoning
>alpha-beta: the evaluation function is cobbled together from my limited shogi
>knowledge, and I've payed very little attention to performance. However, I'm
>tempted to switch to something similar to B*, mainly because it looks like an
>interesting thing to play with.

B* certainly looks fun, and I hope to try it out myself some day.  I doubt that
it is the easiest way to go to create a strong shogi program, though.

>There's an interesting description of the 1997 computer shogi champion YSS at
>http://www32.ocn.ne.jp/~yss/book_e.html (the level of detail is similar to Ed
>Schroeder's pages on Rebel).

Thanks for the link!  Looks really interesting.

Tord



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