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Subject: Re: Ply Depth and Strength

Author: Fernando Villegas

Date: 17:43:20 11/18/99

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Hi dan:
This issue of plys, querality of the game, etc, is tricky. Seems to me -but I am
not programmer, so this is more a question than an aseveration- that deeper
search it cannot never be disociated of greater knowledge or whatever the name
you give to the criteria with which the program prunnes. More plys means more
moves to analyze and so more prunning to get a choice, but then more prunning
means -¿?- more parameters to do it decently. I suppose the package of ideas
with which you get a fair selection in the area of, say, 4 to 7 plys, cannot be
the same for the area of 8 to 12 and so on. You need -¿?- more refined criteria.
Other thing is the quality of them. They can be sophisticated but ineficient.
You can go deep even with the utmost silly ideas, by example, just looking for
exchanging pieces as in some games played by kids or patzers. So maybe for a
certain deep you need more knowledge, BUT then it appeasr the problem that there
is a number of posible different packages of ideas of very different quality. If
all this is true, then:
a) An increment of plys with the same knowledge package produces a diminishing
return or even beyond some threshold can produce an awful result.
b) An increment of knowledge not neccesarily produces better selection.
By the way, I have the impression that Tiger has been developed on the ground of
 the following idea: the progam is divided in different nodules of knowledge
that are activated according  what is happennign in the game. Perhaps this is
not not really a new idea, but a considerable greater development of it could be
so...
Hope not to disturb you with these musings of a non programmer amateur
Fernando



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