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Subject: Re: To make a program play like a human is easy

Author: Ratko V Tomic

Date: 19:17:33 10/01/99

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> But if you do something really strange like what I did, then
> all bets are off.  I had to modify Crafty to make it work.
>
> It also plays something super brilliant once in a while, so there
> are no guarantees you will beat it!

That's some number of patterns, with 2 million of games there must be
at least 150-200 millions of positions. There is probably every strategic
and tactical maneuver of practical use in there, as well as much of
the interesting endgame positions. If only one could use more than just
exact match for the openings, it could make some truly humanlike play.

The problem with current programs is that they don't make use of openings
the way humans do, i.e. by keeping in mind typical patterns or themes
of play following a given opening line. Humans get this by examining
complete games of a given opening, so they can see the purpose and potential
of the achieved configuration. Some sort of dynamical evaluation function
(which might work only at the root level), tuned to the sample games from a
given opening (e.g. to value more certain piece/pawn activity, or control of
given squares, or value of pieces and an "urge" to move given piece), should be
able to pick up some of that pattern from the remaining parts of the games. (If
I ever get my program beyond the planning and gathering phase...)




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