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I'm no expert on this. My understanding is that what one should look for are a huge variety of possible legal moves per turn, and natural and easily visualized strategies, gradually developed over multiple turns. It might help to have a large board, many pieces with geographically localized powers (that cannot cross the board in a single swoop), and multiple moves per turn with separate pieces.
This year top human Arimaa players (including 2 world champs) were beaten by a computer program, seemingly ending the hopes of that game of remaining even remotely computer resistant. That is, unless humans come up with fresh strategies for the game, but I suppose it is no longer as easy to do that since Arimaa is not such a novel game anymore. Based on what I've seen on the web, Arimaa had many attributes that at least one of its champions thought might make it computer resistant. IMHO it lacked being played on a board significantly larger than 8x8, which might have helped since in the case of Go, so far it seems clearly the larger the board size, the better. In Go, I would note that the number of legal moves is not excessively large, even in the opening phase. Go has the advantage over chess that there is no king or more than one type of piece, making it tougher for a computer to evaluate a given position. I've also read that a good Go player can at times easily assess how important a single stone might be for 100 ply ahead, by contrast. This helps with both evaluation and pruning any search tree of moves not worth looking at very deeply. My own guess is that for chesslike games board size could be important, and having a larger number of moves available on average than in chess could help too. Having Shogi-like drops would help greatly increase the average number of moves, and such can be visualized more easily in a way IMHO than some complex long range [fairy]chess piece movements. A problem with drops is that computers can visualize checkmating sequences of moves better than humans, but this problem would vanish if a player can drop a piece only on his own half of the board, assuming a variant that is similar to Shogi. Shogi programs at the moment are close to top human skill level afaik, but a larger board variant and a suitably modified drop rule (if necessary) might make for one type of variant that may be computer resistant for some years to come, I would guess. All this assumes that alpha beta or some sort of tree searching with modern computers would be used, but there could be fresh danger for humans when vs. engines if neural net programming becomes sufficently advanced, or practical quantum computers become available, especially to the general public. A while ago I saw a variant on this website that was a cross between chess and Go, in that some sort of checkmate was possible, and there were example games that lasted a reasonably short number of moves, like for standard chess. If someone can find it (whether or not before me), perhaps it can be assessed as to whether it might possibly be just one chesslike variant that is computer resistant. Meanwhile, I had some faint hope that some of my invented variants (or anyone else's) might prove computer resistant, if any ever become popular enough to attract the attention of serious programmers. All my invented variants to date are now listed on this website fwiw. edit: The game I'm thinking of is Gess, where in fact no checkmate ever occurs. Thus, not what I had in mind to be a chesslike game, but it still looks interesting otherwise: http://www.chessvariants.com/crossover.dir/gess.html
Spherical Chess 400 http://www.symmetryperfect.com/shots There is really only one game left on my Symmetrical Chess website anymore. Greg Schmidt (the Axiom programmer) and I have tried in a few ways and failed to make it computer AI playable at a minimal, decent level. I think we now share the opinion that such a goal is not achievable with state-of-the-art computer hardware technology and programming. From what you express, I think this game may interest you more than Go, Arimaa or Gess. Feel free to write me for details.
How do you define a chess variant? While this may seem to be a somewhat silly question, it bears directly on this topic. Over several years I designed a series of games that got farther and farther away from standard chess variants, starting with Chieftain Chess, a multi-move shatranj variant (which for reasons of euphony was not called Chieftain Shatranj.) During this development, the games crossed the line between chess and wargames, thus managing to turn off both chess variantists and wargamers. For each, the games were too much like the "other kind". But I think the series clearly fits into the category of computer-resistant variants. The beginning of the series, which I developed and playtested here (thanks, Nick Wolff and others) were expansions of Chieftain to larger boards and more pieces, but still very much large shatranj variants with 1 new idea - that "kings" could be multiple and would control their armies directly, requiring the "king" to be within a few squares (command range) for a piece to activate and move. This part of the series I developed with a friend, and named it the Warlord games, an unfortunate choice, as that name was already used by a commercial series of games. However, this worked well enough that I took the next step to create a true chess-wargame fusion by adding terrain. In FIDE chess, "terrain" is totally abstract, and is represented by the difference between dark and light squares, because some pieces, bishop-types, can only move on one or the other colored squares. I expanded from white and black to white and grey, which all pieces can move upon, and brown and green, which restrict certain pieces from moving onto them. The brown, green, and grey squares are scattered across a mostly white board, and conceptually represent hills, trees, and towns. This last part of the series, the "true wargame" part, I have called the Command and Maneuver series, which is more description of the game than it is a name. My developer, Dave, worked on the first few of these, but then moved away for a job, so I continued on my own. The best well-playtested game in the series is The Battle of Macysburg. It's played on a 32x32 board. Players bring 84 pieces on the board in 4 groups of 20 - 22 pieces each, coming in on Turns 1, 5, 15, and 20. There are 2 times in the game where 1/3 of the captured pieces are brought back as rallied troops, after turns 12 and 24. With a little care for positioning of troops and leaders (activators/"little kings"), players can move all their units each turn, if they so desire. There are 3 levels of victory, ranging from driving out opponent pieces and occupying Macysburg to chasing all the opponent's pieces off the board to destruction of the opponent's army - reducing it to 20 pieces or less. Players may achieve more than one level of victory, and players may each achieve some level of victory in the same game. Yet the mechanics are simple chess moves of 1, 2, or 3 squares for each piece, movement governed by the availability of leaders within 2 squares of each moving piece as it starts its move. With no wargamelike rules at all, just the rules mentioned above, the game reproduces fairly nicely much of the strategy and tactics of Western European combat around the 17th and 18th centuries. Mechanically, the game is a chess variant; organizationally it's a wargame. If you consider it a chess variant, Macysburg is computer-resistant. This is a review of Macysburg, written by a wargamer and chess, but not chess variant, player, complete with 2 "snapshots" of the game that give a reasonable idea of how it looks: http://boardgamegeek.com/thread/1178742/some-impressions-after-playing-battle-macysburg-sc
As a teen I tried playing the odd (e.g. WWII-based) Avalon-Hill board-wargame with my brother, though I found it hard to keep track of all the rules, board hexes and pieces. Based on looking at the link given, The Battle of Macysburg doesn't appear quite as highly complex by comparison, based on my vague memories of playing board-wargames in the 1970s, which may be a plus for many wargamers that could take it up. Even in the 1970s I was a serious chess player, and had always liked that the rules of chess were not overly complicated. That's besides liking the beauty of a chess set as a child. Fwiw, I fairly recently came up with 12 criteria I would like personally for chess variants or other board games of skill; being a chess player, my criteria were designed to favour chess-like games, and hopefully ones that could still prove popular. I also hope one day for a chess variant to replace chess as the new standard version of it, hopefully for at least many decades, if not centuries, as strong computer engines may diminish strongly skilled human players in the eyes of at least some of the public, and also such engines make cheating more possible than before. To me personally, the minimum criteria to make for a chess variant would be my final criteria in the list further below, namely: "12. Kings that can be checkmated are included." For me, this could include games that have one (or more) "king" per side, or games where there are other ways to win besides administering a final checkmate. This would certainly exclude Arimaa, or Go (which unlike Arimaa is not listed on the present chess variant website afaik); I've play the odd game of Go, but not yet any games of Arimaa. Here are the 12 criteria for chess variants or other board games of skill that I mentioned; I would note that as of nowadays satisfying all 12 of them (including computer resistance) may prove to be impossible in the long run, however: 1. Arguably resistant to computer playing engines (ideally even against human players that aren't close to being the world's best); 2. Any endgame stage not in significant danger of being compromised e.g. due to tablebases (adjournments feasible if desired); 3. Significant popularity in North America and elsewhere (ideally played in clubs and cash prize tournaments); 4. Extensively tested (ideally for centuries); 5. Rules arguably not way too complex or simple; 6. Has significant literature and cultural history (ideally no licensing or copyright requirements on the game itself); 7. Fixed start position, ideally nice & not same as chess if variant (or at least empty board, before 1st player moves); 8. Opening phase not in danger of being arguably played out any time soon; 9. Two player game (normally, at least); 10. Not way too many/few pieces or board squares/cells/points, and played on one board; 11. Pieces look & move nicely & board can be on coffeetable (ideally fixed start position not same as chess if variant); 12. Kings that can be checkmated are included. Below is a link to one variant I invented that might be somewhat computer resistant, and yet still satisfy all 12 criteria I gave to at least some degree. What I imagined are its main weaknesses include that an average game may take over 200 ply if reasonably well played (though an average Go game takes about 150 ply, and Go claims to be a war rather than a battle, unlike chess), and once a lot of pieces might have been exchanged then the resulting position might not be very computer resistant (though it may not matter if one side already stands better or is clearly drawing the game): http://www.chessvariants.com/index/msdisplay.php?itemid=MSsacchess
Here's another chess variant that I invented that does not resort to using Shogi-like drops, and which may also be computer-resistant to some degree; however I have even more doubt than in the case of Sac Chess that this variant will ever become popular: http://www.chessvariants.com/index/msdisplay.php?itemid=MS4chessfourdime Then there could be Crazyhouse (or even Bughouse) versions of the following variant of mine (which is similar to Grand Chess); such a version with drops might prove computer resistant to some degree (drops might be limited to one's own half of the board if necessary, to curtail an engine's ability to forsee mating sequences with drops, if the game would then still prove playable). Such a variant might even have a fair chance of becoming popular someday (pawns could be prohibited from promoting somehow, e.g. like in Australian pawn rules Standard Bughouse, if that helps by removing the need for another set in over-the-board games): http://www.chessvariants.com/index/msdisplay.php?itemid=MSchess1010
Looking at Sac Chess, I'm not sure it's ideal. There are alot of different pieces, maybe too many. A computer would have no trouble keeping track of all the move options, but a human might. And the board is so crowded that it might actually limit move options.
<P> I agree that a big board and more pieces might help some; but it might be better if more of pieces were more modest in their power levels, and if there were not so many capable of sweeping clean across the board for a surprise mate.
<P> Agree with your idea that Shogi-like drops might help. I also like your idea of limiting the Shogi-like drops to the near board, so that such drops are more strategic and less tactical.
<P> Another idea might be that if the power of a piece depends not only on its position, but on its orientation (i.e., which direction the piece faces), like the Rotating Spearman in <a href="../large.dir/contest/cenchess.html">Centennial Chess</a>, then this likewise increases move options and board complexity.
<P> I once had the idea that a system that allowed each player to make 2 moves per turn, with separate pieces, might (with appropriate limitations on the double-move to prevent rapid shifts in the state of the board) increase the difficulty level for computers. In FIDE Chess there are roughly 30+ legal moves per level in mid-game, but if each player is allowed to pick a combination of 2 such moves, then the number of legal options per turn increases into the high hundreds. This, however, is just an idea. I don't know if it would actually work this way.
<P> I did however construct a 2-move variant, partly with this idea in mind, which I call <a href="http://www.chessvariants.com/index/msdisplay.php?itemid=MS2prongedchess">Two-Prong Chess</a>
. It should work with most chess variants, and I find it enhances large-chess variants by making them more dynamic. My subjective experience trying it, is that it feels much like regular chess, and probably does not interfere overmuch with the strategic powers of a human player.
I didn't mind having mobility a little impaired for a while in Sac Chess, in terms of available legal move options from the starting position. Humans might even be able know better than engines for the forseeable future which pieces to develop faster than much of the rest of the pieces, leaving such as 'reserves' for a long time into the game. In any case, the average number of legal moves per turn in a game would still significantly reduce the number of ply ahead a machine could look, I figured. Even a modern off-the-shelf chess engine that prunes moves each turn highly selectively (say like the engine Houdini) sees 40 ply ahead on average, I seem to recall. In that case, I've estimated that for Sac Chess such an engine might see only about 30 ply ahead, and maybe a further 5 ply less than that if any practical memory use requirements (due to using a larger 10x10 board) also limit the search depth. If my guesswork was not that far off, that could make a strong Sac Chess engine only strong international master level strength at best (e.g. 2450 FIDE). By contrast my guesswork for Grand Chess puts a strong engine at that at about 2750 FIDE (all this is assuming Houdini-like prowess of such engines, in terms of evaluating positions). Of course, something may be wrong with the sort of calculations I made. Even so, I'd be curious to know how strong an engine might be at Capablanca Chess (8x10 board variant) - if it's weaker than a strong human than I may have grossly overestimated how good a Grand Chess engine might be, for example. In the case of Seirawan Chess, adding two more pieces per side in the opening didn't seem to help humans when vs. strong engines, I gather, but that game is played on the smaller 8x8 board still. I'm not sure if having two moves per turn could one day make for a popular enough variant. As an analogy, I long ago played some sort of card game where a player could under certain conditions pick up another card from the deck after making a play, thus continuing their turn, and that process could even repeat itself indefinitely. I played that card game with older people (for the first time), introducing them to it, and they never seemed to desire to try it again. It seems there is a strong cultural habit/desire of one person taking one turn at a time, and that's it, at least for card games. To be fair, I liked playing Progressive Chess with a friend who was willing, long ago too.
The link I provided for Two Prong Chess does not work for me. Here's me trying again: Two-Prong Chess
It's really not like Progressive Chess at all; and would work fine with your Sac Chess.
My own limited understanding might be by way of the following illustration. Let's say (only by way of illustration) that a game offers 10 reasonable move options per turn, and that a computer calculating likely futures has a calculation limit of 10 billion. It will reach this limit after 10 moves. But if there are 20 reasonable move options per turn, it will reach this limit before 8 moves; if 40 options, then before 7; if 80, then before 6 moves; if 160 then before 5 moves; if 320, then before 4 moves. None of this helps the human player unless the human can, in some significant respects, think ahead and see strategic options, using his natural or intuitive strategic powers, at a number of moves ahead beyond which the computer can calculate. That's what I'm not seeing from your "Sac Chess". It might be huge fun and result in beautiful unpredictable chaos; but that's mainly from a human perspective. If it offers a human a better chance to see several moves ahead then a computer, then I am not seeing or understanding the strategy by which the human could achieve this. Which brings me to a suspicion and worry that I cannot fully shake off - that a computer-resistant chess might also be a boring chess variant.
Why do you think that Chess variants can be computer-resistant at all? Computers can do the same as human brains, except much faster.
Muller, it's not quite that simple. Human brains can still do things that computers cannot. That's why humans continued to be able to beat chess programs for many many many years after the raw speed and calculating power of the computer vastly exceeded that of the human brain. Those days have passed, but the computer still depends for its success on that (now increased) raw calculating power, and it might still in theory be possible to construct a game that more significantly rewards natural human strategic thinking, while granting a much lesser benefit to the raw calculating power of the computer. Human skill, unlike that of the computer, has never depended on the ability to precisely anticipate millions and billions of positions.
For Chess it just took computers (or rather there programmers) some time to learn how to do it. It won't be different for other games.
Muller, It is already true that some games are more computer resistant than others. Checkers (beaten in 1994) is less computer resistant than Chess (beaten in 1996), which is less computer resistant than Arimaa (beaten recently, but still, probably more computer-resistant than standard chess in relative terms), which is less computer resistant than Go (where humans still reign supreme). Also, Computer resistance is a relative quality. If the top computer can beat the top human, a game might still be somewhat "computer resistant" if a top human can still give an affordable computer a run for its money. If I play online against someone, chances are he's not getting help from the top computer in the world. Humans still have their strengths, and a game can cater to them. I just worry that it might be a boring game. I've never been fascinated by Go, for instance. Of course, if you're just postulating the continued advance of computers until they can do ANYTHING as well as humans can or better ... then I don't necessarily deny it.
There's an interesting article by Fritz Juhnke online about creating computer resistant variants. Per the article, the inventor of Arimaa at first considered multi-move chess, but decided it would end up giving computers an advantage. That, if correct, shoots down my idea. But per the suggestions he gives, I think he'd also frown on any suggestion that Sac Chess would be computer resistant.
Inventing chess variants strictly to be "computer resistant" is not a worthy goal. It is intentionally disruptive. However, inventing chess variants to be theoretically deep (i.e., possess a high branching factor) is a worthy goal (amongst several other, desirable game characteristics). Of course, it is probable to also be "computer resistant" incidentally.
I recall I've read that the best human International Checkers (10x10 variant) still beat a computer program in a recent year. That game has a larger board size than Arimaa, standard chess or checkers, and like Arimaa the moves are easier to visualize for humans than say for standard chess. The issue of board size is one possible computer-resistance factor Juhnke's Chessbase article didn't go into. However, serious programmers may have not devoted much attention to International Checkers since it isn't as popular as standard chess or Arimaa (plus both of those had cash incentives for programmers to succeed at beating humans). My own guess at what factors could make for computer resistant games includes 1) larger board size (than say 8x8) which I suppose generally favours humans; 2) ease of game piece movements for humans to visualize (though perhaps this is much overrated, e.g. as was ultimately the case with Arimaa); 3) difficulty for a computer to evaluate a given position in any search (I think computers will always outdo humans at this in chesslike games), and 4) difficulty for a computer to prune its search of unpromising moves adequately enough to search deep enough to be effective against a skilled human (a huge branching factor [of legal moves per turn on average] alone may not be necessary, nor suffice - as shown for Arimaa, as a programmer may find tricks to prune a huge number of branches at each turn). In spite of all the above, I feel that any game or chess variant might only prove computer resistant for so long before future hardware/sofware developments help computers end up on top. Does that make looking for computer resistance futile? Well, perhaps new computer resistant games/variants can be invented as necessary, to buy humans some time - hopefully for many decades, if not for centuries. Standard chess itself went through various rule changes over centuries, after all. I see computer resistance as perhaps a worthy goal, as I alluded to earlier, that is to restore some lost glory for highly skilled humans who play chess of some sort (not to mention lost glory for humanity in general), in the eyes of the public, and to also reduce the possibility of computer assisted cheating as much as possible (though modern portable communication devices still have increased the potential for human assisted cheating).
Note that these games that are somewhat harder for computers, like Arimaa or Go, are mainly so not because of their branching factor, but because of their lack of proper evaluation criteria. Humans typically suffer more than computers from large branching factors. In Go it is totally unclear what the player should optimize. The score only becomes apparent at the end of the game. Even mobility (number of moves) is no guidance: it depends mostly on turn number, and not on what you play.
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In Chess-like games, going for material is a quite obvious way to win.
I suspect what did in Arimaa in 2015 as far as humans vs. computers was that besides that a computer could be programmed for tactics no human could normally see (e.g. bringing a rabbit to the final rank when already somewhat close to it, securing instant victory, as done within even a small number of ply), programming effective heuristics to take advantage of by now well-known advice (to Arimaa players) on strategies used by humans must have finally been achieved. In Go I understand there are many rules of thumb, or heuristics, about what constitutes best play in local (e.g. corner) situations, at least in the opening phase of the game. Though I am a duffer at Go (as opposed to chess, at least some might say), I understand that for tactical considerations 'liberties' is a vital concept (i.e. how many empty points are next to the whole perimeter of a group of stones). That would be something to strive to optimize. Then for Go strategy there are also at least a handful of really grand concepts that are more difficult to program for computers, I would imagine; in short, a skilled human can at times see the strong influence exerted on territory and group(s) of stones by one or more stones for a long time to come. Also, good Go players can get a rough count during the middlegame phase of how much territory each player can expect to end up with, if neither side sooner or later tries to initiate a risky tactical melee, it seems. For those who may think that Go is rather dull, I wondered that too. In talking to a friend who spent some time in Japan and became somewhat skilled at Go (and Shogi), he told me that these days the top country at Go is South Korea. Apparently there are at least two fundamental styles at Go, similar to in standard chess. In Go one can play to win quietly by mostly winning on territory (like strategically played chess) or one can play to kill one or more large groups of stones, taking many prisoners and territory if successful, and likely inducing the opponent to resign earlier than near the endgame phase (like tactical attacking chess). The South Koreans apparently all like to play in such an aggressive attacking style. Speaking of strategy, I can mention that for Sac Chess there could still be weak pawns that appear, as well as players being left with just one bishop at some stage (and perhaps then weak on squares of the opposite colour), so there are at least these elements of strategy that may carry over from standard chess to some degree. I would also note that in Sac Chess if a player would avoid making an early big mistake, his king may be well defended by all the extra pieces near it, even if they are doing little else for a long time to come. This is one important difference that there may be between Sac Chess and (say) Alekhine Chess, even though the latter may also apparently have a little too much piece firepower for some folks to like too.
Muller, your use of the phrase "proper evaluation criteria" seems arbitrary. Obviously, evaluation criteria exist, or some Go players would not be better than others. To label such criteria improper, merely because humans can assess them better, would sound like computer sour grapes, if not for my conviction (inspired by my reluctance to accept that computers can already do anything humans can) that you are probably human. Go also has short-term goals and short-term captures. But computers cannot foresee long term, and even the relative short-term might not be short enough. The branching factor, as well as the number of moves involved in even relatively short-term victories, is a part of this. In Chess, gaining material is indeed "a way to go" as an interim goal for those (human or computer) who cannot foresee the final checkmate. But it can be a trap, leading in the longer run to checkmate or loss of even more material. The problem, in Chess, is that the computer can see far enough ahead to know the difference. Again, the branching factor, and the number of moves involved, is a factor. Still, your point about material is well taken. In Chess, material gains are almost always good, and if there is a trap, it is generally sprung quickly or not at all. When it is sprung quickly, a computer can foresee it. But consider that this need not be equally true in all types of Chess. For example if you play on a larger board, with more geographically localized pieces, then a trap might take longer to spring, and the warning that how much material you have might be less important than where your pieces are on the board, is something that might remain true for a longer period.
"Humans typically suffer more than computers from large branching factors." ___________________________________________________________________________ Although the quoted remark is not generally untrue, I find generalizations about the playing strength of humans at any particular game of little, practical use because it varies radically between individuals. A game with a high branching factor will (almost) certainly throw a dense, cognitive fog around the tactical & strategic play of a novice, human player [in the majority] yet an experienced, incisive human player [in the minority] can usually see through this dense, cognitive fog to consistently, correctly identify the most important offensive and/or defensive move on the board and execute it. Humans are better than computers at quick-and-accurate pattern recognition which is conducive to being able to play many chess variants well. Computers use different, non-geometric techniques to evaluate potential moves, anyway. By contrast, I do not take exception to generalizations about the playing strength of computers at any particular game because they are predictably, reliably useful. The best available hardware running the best known programming, customized to play a given game as well as possible, is the given assumption. A game with a high branching factor will certainly trap a computer player within a search ply where it becomes intractible (i.e., unable to complete it in less than a tremendous amount of time). All except the most trivial chess variants with the lowest branching factors become intractible at some point. Critically, it is a matter of how many plies can be completed before this occurs (if very long time controls are allowed) and whether or not this average number of completed plies represents a formidable AI opponent to an intelligent, competent human player. If not, there is a serious problem which can only be overcome by heavy pruning within an evaluation function. Light to moderate pruning will not address the problem to a non-trivial extent. Heavy pruning is risky. Any errors in the evaluation function are potentially catastrophic and there are many places for such game-specific errors to exist unknown. If an evaluation function occasionally throws away from consideration a move(s) that needs to be made, then the human player will likely soon discover tactics to routinely, successfully beat his/her computer opponent every time.
With "proper citeria" I meant characteristics that can be formulated as unambiguous rules, rather than vague (but possibly very accurate) expert opinions like "this looks pretty good". Of course a lot of progress has been made in extracting knowledge from experts that the experts themselves are not sufficiently aware of that they could formulate it algorithmically. Especially in Shogi this has been done a lot.
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Note that pruning in modern Chess programs is hardly ever done (except very close to the tree leaves), for exactly the reason you say. The emphasis is more on reduction, i.e. moves classified as less promising will be searched less deep as the more promising moves, but their depth will increase without limit as the depth of the search increases, just at a slower pace. So that the knowledge gained from the search can be used to re-classify them.
Sorry, I still don't know what you mean. The rules of Chess and Go, and the criteria for victory, are equally unambiguous. Computers use similar methods to analyze both. It's just that with Go, the computer runs out of steam sooner, because of the large branching factor and the higher number of moves. Of course, it is also important that these factors do not prevent human skill from operating in ways that computers cannot yet replicate. But no, I am not denying that there may be ways to fine tune a computer program to more closely approximate human skill.
Fwiw, I once looked at a review for the chess program Houdini (some version), and the inventor had succeeded in making it very selective as far as choosing (i.e. pruning for) promising candidate moves to look at more deeply at a given level. About 5 of the legal moves per turn; the average is thought to be 35 for chess. With this success, such an engine can see 40 ply ahead in lots of important cases of move sequences. Some pruning done apparently can risk throwing out some vital sequences once in a while, but it seems the risk is low enough as to be worth it for such chess engine programmers. I was wondering if the above might mean that a program seeing 5/35 deeper could see a ratio of 1/7 deeper typically for a chess variant, even if it had significantly more than 35 legal moves available to a side on average. Note that 5/35 is also not far from (sq. root (35))/35 as a ratio, which could favour humans less than a flat 1/7 ratio. For example the approx. (i.e. truncated) value of 100/7 moves examined more deeply would be more than 10 moves (out of 100) examined more deeply. Least favourable of all to humans would be if an engine could always prune down to exactly 5 continuations to look at more deeply, no matter how many legal moves per turn on average there are in a given chess variant. So it may be vital what Houdini pruning to 5/35 means exactly when extrapolating to engines for chess variants. Sorry if my terminology is not up to snuff. Also fwiw, as a veteran chess master (Canadian), I have some feeling for the concern that strong chess engines have caused to players, tournament directors and organizers over the years, especially due to possible computer-assisted cheating. Also, on a Canadian chess message board some years ago, one poster noted that upon hearing chess engines were stronger than people, some non-chess players he had met immediately lowered their opinion of chess and chessplayers.
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