Author: Steven Edwards
Date: 16:25:13 08/16/05
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On August 13, 2005 at 16:41:00, Michael Yee wrote: >On August 13, 2005 at 13:52:53, Steven Edwards wrote: >[snip] >>How might it be possible to partially automate the process of writing >>productions? > >Have you considered genetic programming? Overall, producing good productions >automatically sounds like a very hard discrete optimization problem. But maybe >since you're trying to mimic human play anyway, you can avoid self-play and just >train on human databases (which could save time). GA was good for the mate attack subproject, but I have doubts about its ability in the production context. Analyzing human games will be very important. >>Can the productions be automatically evaluated for merit? If so, is it >>reasonable to have a feedback loop to implement a simple form of program self >>adaptation? > >What about forming a database of when the productions led to wins/losses/draws >and also keeping track of a vector of (real-valued) position features present >when these results occurred (e.g., % phase of game, piece activity, pawn >structure, etc.)? Then you could fit a probability of success as a function of >this feature vector. This is certainly a possibility.
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