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<0> not that great of a turn up <0> more time for us then it seems <1> <ninevolt@ef> in highschool i was supposed to make a chess game where the night just moves around the whole board without touching the same spot twice... i ignored the directions and made it randomly move and try to figure out new ways to do it <2> yes, it's called a knight tour <2> very famous problem <1> <HappyFung@ef> how is optimality judged of chess-playing algorithms? <1> <ninevolt@ef> could there be a chess computer called "brute force" that statistically calculates its next move based on random strategy <1> <ninevolt@ef> :P <2> HappyFung: unfortunately, it's really impossible to "prove" that an algorithm is optimal, other than experiental proof
<2> one common process is to test the algorithm against a number of positions in which the solution is "known" <0> we wish to prove that it's optimal when it comes to move selection - and that is possible, just not practically yet <2> where by "known" i mean that the strongest players say so, and nobody's proved them wrong :) <1> <HappyFung@ef> chessguy: there are sundry proofs of optimality in existence for various algorithms <2> such as? <1> <HappyFung@ef> first, did you mean "experiental," or was it a typo? <2> experiential meaning based on experience. i.e., nobody can beat it. <1> <HappyFung@ef> here's an optimal algorithm: http://www3.cc.gatech.edu/cl***es/AY2002/cs6210_fall/papers/MutualExForNetwork.pdf#search=%22optimal%20algorithm%22 <1> <HappyFung@ef> any comparison sort is optimal at O(n log n) <2> oh, are you talking about time efficiency? <1> <HappyFung@ef> so what do you mean by optimality? <2> i mean choosing the best move every time <1> <HappyFung@ef> an exhaustive search is optimal <2> well sure <2> but awfully impractical <1> <HappyFung@ef> next speaker please <1> <HappyFung@ef> (j/k, chessguy) <0> well, now that you're on the same page, go on with the original question :) <0> <HappyFung@ef> how is optimality judged of chess-playing algorithms? <1> <ninevolt@ef> "One is awakened when mutual exclusion is invoked" --Words of Wisdom <2> by giving it a number of positions with known best moves and seeing how many it gets right. or simply by having it play other programs and/or humans <1> <isLandDer@ef> say what? <0> how is it judged when it comes to time compelxity? <2> well, in typical engines, you often compare nodes per second <2> (typical meaning alpha-beta based) <0> that's a constant! <3> A* search is optimal given a heuristic that never overestimates. <1> <ninevolt@ef> i was just quoting the article <2> yes cwenner <0> well that's true, in the brute-force approach, you tend to do experiments and take the average branching factor after various pruning <0> hence NP <0> but there should be some other approaches in the shadows. i'm interested, could someone mention a few? <1> <ninevolt@ef> so do you want to win in the shortest moves or measure the destruction of your opponent as moving towards the goal <2> the number of moves is really irrelevant. the important thing, ultimately, is checkmat <2> e
<0> it's been almost two hours, could i get an idea of how many wishes to stick to this topic a bit longer and who would like to move on to the next article <1> <ninevolt@ef> this kind of thing should be what people learn in school <0> a bit over two hours* <1> <ninevolt@ef> :) <2> i'm always willing to discuss this <0> anyone? <0> 95% are here to idle <1> <ninevolt@ef> http://www.eventsounds.com/wav/chess.wav <0> well, let's stick to this for a bit longer or we'll have one person to discuss with himself <0> who wants to inquire? <1> <HappyFung@ef> is there anything in this article which is applicable to a real-world problem? <2> ah, good question <2> i think that GP in general, with its notion of telling the computer WHAT to solve instead of HOW to solve it is very applicable to real life <1> <HappyFung@ef> why? <4> some things defy a high-level ontology <2> because i think we get trapped into a mode of thinking that there's only one way to go about solving a particular problem when we need to be open to other possible solutions <1> <HappyFung@ef> paros: true; i haven't had any ontology cl***es yet though <2> there may be a radically different way of playing chess that hasn't occurred to us <2> not to mention, we don't really know how humans play chess <0> what do you mean, paros? that the complexity is so immense some details must be given? if so - cannot it be generated in the same sense it has for us? <2> so this is an interesting exploration into trying to formalize something that we don't quite understand <1> <HappyFung@ef> chess has been going out of style since the defeat of kasparov and the arrest of fischer <1> <HappyFung@ef> if i'm not mistaken, koza didn't get tenure at stanford <2> and your point? <4> cwenner given that the common answer is "it depends on teh position" it becomes more and more difficult to establish a high-level ontology <4> (in chess) <1> <HappyFung@ef> i'm not trying to say anything bad about koza, kasparov, fischer, or chess, but for an article like this to be published, there has to be something worthwhile in it <2> i think GP is certainly worthwhile <1> <HappyFung@ef> i suspect that gp is dominated by some other paradigm, but i don't happen to know what it is <2> what do you mean by paradigm? <1> <HappyFung@ef> gp is merely a stochastic beam search, after all <1> <HappyFung@ef> it depends on a gradual descent to the solution <1> <HappyFung@ef> paradigm? problem-solving paradigm <2> or ascent :) <4> I think there may be other problems in AI where a "fitness metric" does not exist. Such as a 9-block puzzle <1> <HappyFung@ef> they didn't use a fitness metric? <0> does it really affect the performance that much to have three separate trees? cannot they merely have introduced three terminals - AtAdvantage, AtLosing, et.c. (~> MaterialDiff >,=,<). it seems to me it's something that would does it really affect the performance that much to have three separate trees? cannot they merely have introduced three terminals - AtAdvantage, AtLosing, et.c. (~> MaterialDiff >,=,<). it seems to <0> wouldn't make it harder to take these factors into account while on the other hand, cannot it gain some "insights" in the situations it may advance to. <2> i think that seems a little artificial too <2> as in some positions it doesn't matter whether you're winning or losing, the principles that should drive your strategy are the same <1> <HappyFung@ef> is this the paper: http://www.cs.bgu.ac.il/~sipper/papabs/eurogpchess-final.pdf
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