CHESMAYNE

Computer

think-twi                                                                                                                                                                                                 stranger in paradise  

 

 

 

Designing a machine to play chess

In the early history of many disciplines, there has appeared an individual, who so far outshone h/her peers, as to be remembered as the father of the discipline in question.   Hippocrates, for example, is often referred to as the father of medicine, Thomas Aquinas as the father of philosophy or, Robert Boyle as that of chemistry.  But one figure towers above them all - the depth and breath of Aristotle’s contribution to so many fields of thought.    Aristotle was born in Macedonia in 384 BC and was a pupil of Plato, before becoming tutor to the future Alexander the Great.    Daft as some of his ideas may seem today, for centuries it was enough to settle any scientific argument to announce that ‘Aristotle says.......’

 

“Aristotle Contemplating the Bust of Homer”, Rembrandt

C3PO - R2-D2

audio: “super sounds of the ‘70s”

It was only with the Renaissance and the advent of new scientific instruments that fresh ideas gained currency.   But then, as Aristotle said ‘no excellent soul is without some touch of eccentricity’.   Charles Babbage, the deviser of the first general-purpose computing machine ‘the analytical engine’, in the mid-19th century, foresaw that machines would one day be able to play games like chess.   His device was purely mechanical, and driven by steam.   In 1890 the Spanish scientist Torres y Quevedo created the first genuine chess-playing machine.   The first attempts at designing chess-playing machines had more to do with the realm of magic and illusion than with pure science.    It is not beyond the bounds of belief that the basic techniques for constructing a humanoid robot capable of thinking for itself, like HAL-9000 in the film 2001, C3PO and R2-D2 in the Star Wars films or, machines on board the U.S.S. Enterprise (NCC-1701-D), could arise from intensive work in programming machines to master the logical processes needed for playing chess.  

Torres y Quevedo

audio: “somebody kill me”

 A more honest attempt to design a chess playing machine was made in 1914 by Torres y Quevedo, who constructed a device which played an endgame of KI and RO versus KI.   This machine played the side with the KI and RO and could force ++CM in a few moves however a human opponent played.   Since an explicit set of rules can be given for making satisfactory moves in such an endgame, the problem is relatively simple, but the idea was quite advanced for this period.   A chess playing ‘automan’ was made by Baron Wolfgang von Kempelen and operated by a hidden player (reputedly Allgaier, Vienna’s strongest player of the day) who was ingeniously concealed in the machine.  Several other chess automata were made in the 19th century.

Automaton

A mechanical device that plays chess and operated by a human being.    These have included the Turk, Ajeeb, Mephisto and Ajedrecista.    In the 1950s computers were designed to play chess.   The first and most famous is the Turk, first unveiled in 1769.    The exhibitor of this device could open the cabinet to convince an onlooker that nobody was hidden inside the apparatus.    Ajedrecista is presently on display at the Polytechnic Museum, Madrid.   Its inventor, Torres y Quevedo, 1852-1936, was subsidized by the Spanish government to demonstrate the possibility of inventing a machine that could play a game of chess. 

Maelzel chess automaton

A device invented by von Kempelen and widely exhibited as a chess playing machine.    Edgar Allan Poe wrote a paper entitled ‘Maelzel’s Chess Player’ purporting to explain its operation.   Various writers concluded that the machine was operated by a concealed human GM.    A complete account of the history and method of operation of the Automaton is to be found in a series of articles by Harkness and Battell in ‘Chess Review’, 1947.   

Ajeeb

Chess automaton made by Charles Alfred Hooper (1825-1900).   This consisted of a life sized dark-skinned Indian figure with a mobile head, trunk and right arm, who sat on a cushion mounted on a large box.    It had an elaborate clockwork mechanism that was conspicuously wound by a large key.    A strong chess player was concealed inside the machine and among these were: Charles Moehle, Albert Beauregard Hodges, Constant Ferdinand Burille and Harry Nelson Philsbury. 

The inventor of the computer

There is a science fiction fascination about computer chess, which goes back to the very first machines which played the game.   If you are at all interested in the history of the computer you cannot help but debate the question of who actually invented the first machine.  Of course, it is not a particularly meaningful question because reality usually cannot be summarized by a neat list of who invented what.  There is no doubt that Babbage conceived the idea of a computing machine long before the technology was right.    After this there are many people who claim to have built the first computer.     When developments in technology started to make creating a working computer possible it seems that a number of people reinvented Babbage’s idea.  But the real problem with naming the actual inventor is that it is difficult to know what to accept as the first stored program computer.    However, if you really must have an easy, clear-cut answer, why not just accept the rule of law! 

John V Atanasoff

John V Atanasoff is the inventor of the computer, and that is a legal ruling.    He went as far as court to prove he invented the computer.    Like many scientists of his time Atanasoff had big problems with calculations.    He organized his graduate students into teams working with mechanical calculators, but solving equations was still too slow a task.     He thought of using mechanical analogue computers of the sort that were becoming important due to the work of Vanevar Bush but, these could only solve ordinary differential equations and Astanasoff wanted to solve systems of partial differential equations.    In short, he needed a powerful digital computer.   He realized that it would be possible to store a bit as a high or low charge on a capacitor.   A simple idea, but the problem is that the charge leaks away.  Atanasoff solved the problem using a regeneration process he called ‘jogging’.   This was the forerunner of the dynamic memory that all our present day machines rely on.     He spent more than a year trying to perfect the jogging circuit and the binary logic elements his computer would need, and then he hired a graduate student, Clifford Berry.  They worked together on the prototype machine, which they completed in 1939.    It was an amazing machine.  

ABC: Valves, drums, capacitors and punch cards

The logic used 300 valves and the memory was built using drums 8 inches in diameter and 11 inches long.   Each drum had capacitors mounted on it in rows, and the charge on each was read and/or refreshed as the drum rotated.  The storage capacity was thirty 50-bit numbers per drum, roughly 1.5K.   Input was via punch cards, five 15-digit numbers per card coded in decimal.   This ABC machine never really worked as a completed computer, but worked long enough to prove the principles but, not for long enough to solve any real equations.    They won a grant from Iowa University who considered taking out a patent on the machine.   After the 2nd World War Atanasoff did not return to computers.   He felt that he had built a working computer and had spent enough time and energy on the subject. 

Eckert and Mauchly - ENIAC

Years later he regretted not continuing his work.    He had misunderstood the revolutionary nature of the computer that he had built and the impact it might have on the world.  Eckert and Mauchly got the praise for building the first electronic computer, the ENIAC, without any mention of his pioneering efforts and the ABC.  The case finally came to court in 1970 and Atanasoff demonstrated a reconstruction of the machine to the judge.    It clearly made a big enough impression for the decision to be made in his favor.   The judgment described Atanasoff as the inventor of the electronic computer and maintained that Eckert and Mauchly had built a machine that derived from the ABC.   The patent was also overturned because ENIAC had been used on the H-bomb calculations at least a year before the patent was filed.  What might have been a big story went virtually unreported due to some sleaze going on in the White House in October 1973 [‘tricky-dicky’].     Atanasoff remained bitter that he did not get the credit he deserved.    Bulgaria gave him the ‘Order of Cyril and Methodius’, its highest scientific award.    But the rest of the scientific community has never been quite so sure.    The key question is whether or not ENIAC was derived from the ABC, as the legal ruling states.   

A chess game-tree

The idea of a machine which can out-think, (out-compute) a human being seems to touch a mystical chord in most people.   But computers are, in practical terms, limited because chess (Chesmayne) is an infinite game.   In theory there is a limit to the number of possible moves that can be made in any position.     However, the number of possible Chesmayne games in a particular ‘chess game-tree’ (:gt) is vast.    To illustrate how big this number is, consider that less than 1018 seconds have elapsed since the earth was formed some 4.6 billion years ago.    Even if one considers a reasonable statistic, such as all games last 40 moves, then assuming an average choice of 30 moves per position on a D-Array (:L01), the number of games in one single :gt (game tree) is 10120, which is more than the number of atoms in ‘our’ universe.  

  

Digital computers

In Arthur C. Clarke’s film ‘2001, A Space Odyssey’, there is a scene in which one of the astronauts (cosmonauts, argonauts) plays :L01 of Chesmayne against the spaceships murderous onboard computer which ‘became operational at the HAL plant in Urbana, Illinois, on January 12th 1983’ and is soundly thrashed.......  

Poole: Umm. Anyway, QU takes PA.

HAL: BS takes PA.

Poole: Lovely move, er... RO to $D01.

HAL: I’m sorry, Frank, I think you missed it.  QU1 to Bishop-6.    BS takes QU.    KT takes BS.    ++CM.

Poole: Ah, yeah.    Looks like you’re right.    I ++RS.

HAL: Thank you for an enjoyable game.

Poole: Yeah.    Thank you.

[This was the end of an actual game played in Hamburg in 1913].

          The school of thought that computers will one day be the worlds strongest players of occidental chess predated the technology which enabled the concept to be realized by almost two hundred years, if you count the Turk, which was an automaton chess-player, first invented and exhibited by Baron Wolfgang von Kemplen in 1769. 

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The 1950s

      Machine chess-playing prehistory gives way to history in the 1950s, about one decade after the invention of the first electronic digital computer.    Digital computers are so called because they compute, or process information, although that idea is somewhat misleading.    They can handle logic just as well as arithmetic and the end-product of their calculating processes need not be a number ie, it may be words on a laser printer or words displayed on a monitor screen - a graphic visual display or even the move of a chess MP/mp. 

Information processing systems

The development of digital computers has produced powerful tools for the study of mental processes.   Because computers are information processing systems they can manipulate information and make decisions.   Knowledge of information processing is essential if we are to understand the tools of our thought mechanisms, and while your mind is not a digital computer when it comes to the abstract scientific principle of information processing, there are general rules that apply to both your mind and the computer.    This information processing metaphor may be applied to the problems confronting a chess player during play, and these would include perception, memory, thinking, decision making and problem solving etc.  

Programmers 

 

 

Multimedia computers

Multimedia has become the common term for the next generation of personal computers which will transform the way we live, work, learn, play and relate to our fellow human beings.   As digital streams of sound, images and text flow around our globe, almost every aspect of life is expected to change beyond all recognition in the near future.   These machines come fitted with DVD Rom drives which use discs similar in appearance to the music CDs you may have in your home.    The present generation of computer DVDs, however, can each hold a huge amount of information (700mb on a typical CD and 4+ Gigabytes on a DVD), which is equivalent to about 600 floppy disks or 4,000+ on a DVD.  This makes them ideal for storing encyclopedias, telephone directories, interactive games, chess and astronomy databases etc.   By using a multimedia PC it is now possible to literally browse through the material presented at the touch of a button - just like this text!   For education, business or entertainment they supply the complete answer in one neat package.    The latest versions of these machines use Pentium chips which run at blistering speeds and come complete with DVD Rom, Hard Disk, Soundcard and speakers and may be connected to printers, VCRs (in order to cut and paste video images), modems, fax and other devices.   Word processors, spreadsheets and other important software is pre-loaded on these computers - so all you have to do is switch it on and away you go. 

 

Deep Thought

This program has defeated Tony Miles, Robert Byrne, David Levy and Bent Larsen.     It failed in its attempt to defeat Garry Kasparov.    Deep Thought Mk-1 could see 750,000 nodes of look-ahead per second, while Deep Thought Mk-2 with IBMs assistance has increased this to 10,000,000.   To beat Kasparov the objective is to create a machine capable of seeing 1-Billion positions per second.   Deep Thoughts games show that even the very best that modern technology has to offer can not as yet dominate the world of serious well-prepared mature chess players (GMs).    In October 1989 Gary Kasparov (world champion) played against the ‘Deep Thought’  programme.   Kasparov played from the New York Academy of Arts in Greenwich Village, while Deep Thought played in Pittsburgh via an electronic link.  It was expected that Kasparov would win, but the programmers must have been disturbed by the way he did in fact eventually win.  Note: in 1994 Garry Kasparov (Harry Weinstein) was finally beaten on :L01 of Chesmayne (traditional chess), but in 1995 he won against Fritz-4.    Please see ‘Deep Thought/Blue’ for an update.  Against a human player a GM can feed off human psychology and the opponents fear but a computer does not have any psychology.   

Arithmetic operations

Chess is not just engaging, but also one of the most sophisticated of human mental activities.   Chess is so old that we cannot say when or where it was originally invented.    Billions of games on :L01 of Chesmayne have been played and thousands of books have been written, yet the game is still fresh and new, and particularly so, on the new levels described in this text.   Basic arithmetic gives us the answer why this is so.    One reason is that a machine is built to carry out arithmetic operations - the moves on the board are arranged into a series of such operations before the program can adequately deal with them.   

A calculating robot

If you survey a board with a B-KI and B-PA at one end and an A-KI and A-PA at the other, the intervening cells being empty, you will know immediately that neither KI is in +CH.  A computer is in the position of a robot who has to carry out an arithmetic calculation to find which cell to examine next and, having arrived there, finds instead of a MP or mp, a sheet of paper telling it which operation the MP/mp is allowed to perform in order to reach other cells on the board.   It transpires that several hundred calculations may be needed to determine whether or not the KI is in +CH, and even at electronic speeds the whole process can take an appreciable fraction of a second.   

A Chesmayne D-Array

On average, each move on :L01 of Chesmayne offers a choice of about 30 possibilities and the average total for a complete game is about 40 moves.    This means that there are about 10120 possible games on :L01.     To put this in perspective, imagine that you had a super fast computer processor which could play a million games per second, then it would take the program about 10108 years just to play all the games on :L01.   From this mind-boggling number we can conclude that no program could play a perfect game of chess, but this is what makes the problem of programming a computer so intriguing for programmers.   Your machine must play the game in human terms, that is, it must detect the strategy and anticipate your judgments.   Not having the omniscience that would allow it to beat you no matter what occurred, it must try to out-compute and out-wit you in actual play.    If you can explain in plain language with the aid of symbols how a calculation is to be done, then it is feasible to programme a computer to carry out a particular calculation.  A computer when provided with the programme can make chess moves and find the solution of a problem within these defined limits.   It is built to carry out arithmetic operations and the moves on the board have to be broken down into a series of such operations before the machine can deal with them.

  

Master players

Mature players are wo/men of considerable intellectual ability.    They have in addition an extra latent ability.    GMs who begin playing :L01 of Chesmayne early show unusual excellence at a tender age.   The specific ability begins to manifest itself around the age of nine or ten (in some cases).   There are few GMs who cannot play blindfold, and play many games on :L01 at once, achievements which are entirely beyond the powers of the ordinary mortal.     The order of intellectual activity which we are required to reduce to simple terms is therefore of a high order.    This level of playing ability is called ‘genius’ [by some].

Chessmasters

GMs, to a certain extent, talk in their own language.    This language has a vocabulary rich in content, which if understood by a computer could make the task of programming the game easier.    There are no instant experts in this game and there appears not to be anyone on record who achieved a 2500+ rating with less than about ten years of intense preoccupation with the game.   It has been estimated that a GM will spend 10,000 to 50,000 hours at a traditional chess board.    These hours have been compared to the time a highly literate person will spend in reading by the time they have reached adulthood and who have vocabularies of 50,000 words at their command.    A GM will have a similar traditional western chess vocabulary.  

Intelligence Quotient

Vocabulary is commonly regarded as the best single test of IQ and tests were invented in France by Alfred Binet, 1857-1911.   His tests are based on a person’s intellectual aptitude ie: judgment, reasoning and comprehension.    He produced a list of questions that could be solved regardless of belief-system, previous school record or social class.   A normal IQ is considered to be 100.   IQ is calculated by the ratio of mental age over the chronological age.    What this means is that a five-year old child may have a mental age of seven.  Many wo/men with high IQs (genius) are often failures in their academic, personal and professional life.  Shakespeare used a vocabulary of 25,000 words in his writing.   Vocabulary and the ability to envisage relationships between different words is a major factor in measuring IQ.   

Goethe - Mozart - Mensa

Failure or defeat should not be part of your chess vocabulary.    Goethe had a vocabulary of 50,000 words and he has been described as ‘The Prince of the mind’.  He is best remembered for his masterpiece ‘Faust’.  In his play ‘Gotz von Berlichingen’ he described chess as the mind game ‘par excellence’, and the ‘touchstone of the intellect’.   It has been demonstrated by Dr Gordon Shaw of the Physics Department of the University of California that listening to the music of Mozart can stimulate your mind and increase your IQ.    He conducted tests on chess players and found that their brainwaves appeared to be making music - the natural patterns of their brains were similar to musical patterns, indicating that we need to be trained into classical music at a young age.   In Britain you can join the high-IQ society.    The Los Angeles chapter of Mensa accepts as members, only people with IQ scores of 148 and above.   

The core of the human intellectual endeavor

Chess is the intellectual game par-excellence.    Not having a chance device to muddle the contest, it pits two minds against each other in a battle situation so complex that neither player can hope to comprehend it entirely, but sufficiently open to analysis that each can expect to out-think h/er opponent during practical play.  Traditional chess was sufficiently deep and subtle in its implications to have supported the rise of professional players and to have allowed a deepening understanding through centuries of study without becoming exhausted or barren.   Such attributes mark the game as a natural subject for attempts at mechanization.   If a machine could be invented that could play and beat a human Chesmayne player, then it seems, we would have penetrated to the core of the human intellectual endeavor.   

David Levy

David Levy is an author and computer chess player.    He is a Scottish IM and is one of the world’s leading authorities on computer chess and President of the International Computer Chess Association.    His ‘computer-hostile’ playing methods made him the scourge of chess computer programmers during the 1970s and 1980s.  He is the author of ‘Chess & Computers’, ‘More Chess’, ‘Computers & the Chess Computer Handbook’ and ‘Computer Chess Compendium'.    He competed in a game in Hamburg in 1979, in which he sat in a soundproof booth in front of a giant industrial robotic arm.    This arm was connected via a satellite, to the latest version of the Northwestern University program Chess 4.8, running on a CDC Cyber computer in Minneapolis.     He was under orders to play interesting chess (on :L01), and so opened with a very risky variation of the KIs gambit.     The advantage swayed back and forth, and just when he had victory in his grasp he got careless and allowed the program to ‘swindle’ him and get away with a draw.   The game lasted for about ten hours, without a break except for a few communications failures of fairly short duration.

A programme

The complete list of instructions or orders needed for any particular problem is referred to as a ‘programme’.    Subsequences of instructions in a programme are called ‘routines’.     A chess problem, as every player knows, is the problem of finding a move, the ‘key move, which will ++CM your opponent, irrespective of h/er replies, in a given number of further moves.     When a computer is provided with a programme it can make moves and find the answer to the problem within the limits stated above. 

Artificial intelligence

:L01 of Chesmayne has been used as a test case scenario for artificial intelligence research for over three decades.     Programming the endgame has proved to be difficult, even programming exact play has turned out to be problematic, if ‘correct’ play is taken to mean ++CM your opponent using the rules of traditional chess.      The contest can be divided into three main sections:

01

Opening

02

Middle Game

03

End Game

:L01 programs survive the opening problems by referring to a library of openings containing the usual book variations.     During the middle game they can also play quite well.   In the endgame phase accidents can mar their play unless a material advantage has been realized before this stage has been reached.   In the endgame the issue is not computing ability, but trying to handle and reach a favorable position.     The objective of the computer and a human player is to achieve ++CM, but before reaching this stage many intermediate sub goals have to be attained.   Endgames have traditional canonical names of which the ‘Lucena Position’ and ‘Philidors Legacy’ are examples.    After programming a computer to play a game which is indiscernible from that played by a human being, programmers have raised their sights for a new aim of being able to beat a human GM.   

A Chesmayne position

In practice you will find that you will not follow all continuations but, only some of them and will not follow them to the end of a game but only for a move or so.    Often you will arrive at a position that is not worth further consideration and at other times you will not hesitate in playing a move.   The further a position is from the position in actual play the less likely it is to occur, and you will therefore devote less time to its consideration.     No two positions will have the same value and from this you can form an evaluation of the material on your particular level of play.   

A position is considered dead if there are no moves from that position and no captures or recaptures or ++CM positions discernible.   Positions consist of a collection of rules of thumb and are of various types ie……. 

01

What to do next

02

What principles to follow

03

What measurements to take

04

How to interpret these rules of thumb and so forth

They form the qualifications that enable you to make a decision.  A programmers problem is combining all these facts into a cohesive unit that will enable the programme to play a decent game at the level chosen.    The number of rules of thumb, their complexity and the necessity for adding new rules and modifying old ones, will need a comprehensive computer language to implement.   

Defined programming

On :L01 , there are about 30 legal moves from each position.   Two moves ahead increases this to 304.     This is 810,000 continuations which are brought into the picture.    Since your computer has no way to eliminate unlikely moves, it is forced to investigate every possible move, until a solution is found.    Even for a two-mover, the total number may run into several thousand on average.    Since every move has to followed by a test for legality, it may consume a few seconds, and the total move may then take longer than this.    By the use of refined programming and a faster processor, say 3 Ghz on a home computer, or both, a superlative game can be realized.  

Width of the search tree

It is already known that superior performance relies on limiting the width of the search, but what about superior computer performance?     Computer programs, such as ‘Deep Thought’ or, ‘Chess’, written by Slate and Atkin, or ‘Belle’, written by Thompson and Condon of Bell Labs, have used a modification of the brute force approach.    These programs can defeat all human traditional chess players including the GMs.     Such programs have little ‘knowledge’ of chess per se. 

Speed of computation

Like most brute force solutions these programs emphasize speed of computation.  Such an approach has beaten GMs, but their success involves the creation of hardware that can carry out computations further into the state-action tree in a reasonable period of time, and hence the use of high speed processors.  Attempts have been made to produce ‘knowledge based’ programs that limit the width of the search and ‘Paradise’ is one of these. 

The Paradise program

This program does not play an entire game.     It plays from selected positions in the middle game.   The middle game is the phase in the middle of most contests where MPs/mps on the board are reduced through exchanges.    Paradise operates by examining a database of about two hundred rules.    A rule is a two-part statement.  The 1st part of the rule refers to a set of conditions that may be observed on the board.  The 2nd part of the rule describes an action that may be undertaken if those conditions are met.     Rules resemble the ‘if-then’ statements of a programming language.   The two hundred rules in Paradise are organized by higher-level actions that occur on :L01  (traditional chess).  Players normally view their MPs/mps to see if any are in immediate threat of attack and look at the cells to see if they are safe to move into and sometimes attempt to gain access to a cell by using a decoy to lure an opponent’s MP/mp away. 

Deeper into the state-action tree

These rules are applied to the configurations of MPs/mps on the board until a plan is formulated that has a good chance of capturing a MP or mp.   If the plan does not work or have a good chance of winning material, it is abandoned.    The end result of this decision making process is that Paradise explores only a narrow :sat (state-action tree).   Paradise has another thing in common with expert players.  All programs have an artificial limit to their depth of search.   Paradise searches until its objectives have been reached.  

On arriving at this stage the program considers other nodes to determine if it is worth searching still deeper.    Because the rules limit the number of possibilities that are explored from a selected node, this program searches into the state-action tree deeper than other programs.   It trades off width of search for depth.    The ability of Paradise is restricted by the information that can be input into the two hundred rules, and because of this modular nature, rules can be changed without affecting other sections of the program.    Improving the Paradise program is accomplished by editing individual rules.    Therefore, future versions of Paradise will have the ability to measure the success of special rules and to change them where necessary.   

Binary code

The nucleus of your computer is a binary code.    The actual form of storage is not important.    Each instruction contains the number of a cell, MP or, mp or other chunk of data.    The computer will obey a fixed set of instructions for manipulating these chunks of data, one by one, and will sometimes jump to some other instruction on the programme store.    By making these ‘control transfer instructions’ dependent on certain arithmetic conditions it is possible to leave a ‘loop’ after a specified number of times, or when a specified result has been obtained.     What this means in practice is that a computer can read a table or directory just as you can find a number in a telephone index ie, (in England 17+ million numbers are listed and 22+ million copies are produced annually - each book is reissued/updated every 18 months and is now available on CD).    Expressed mathematically, the machine can find and operate on any of the values it finds and this is exactly the function that a computer is good at – just in the same way that you [could] find the telephone number of your local MP/TD  Prime Minister, the QU, your BS/VC or, the President to explain any personal problem you may have.  

Lists of tables

By allocating different letters to the Chesmayne MPs/mps ie, KI-A, QU-B, RO-C, BS-D, KT-E, PA-F, GU-G, FS-H, AD-I, GE-J and so forth, the computer can be made to enter a sequence dealing with MP moves when a particular stored line triggers the appropriate monogram, and in a similar fashion to trigger mp moves when it comes across their letters.    It will now be possible to describe the essential features of the programme by means of lists of tables consisting of chunks of information contained in successive stored lists.  The computer will go through these lists in alphabetical or, other type of order and increase the value found from say B to B1, then B2 at appropriate stages in the programme.  

The first list

The MPs will comprise the first list numbered consecutively ie, MP1, MP2, MP3 etc and mp1, mp2 and mp3 etc, for the mps.    Therefore, each MP/mp, cell, move, rule or any other relevant chunk of data will have a letter or combination of letter and number associated with it.   It follows that each MP/mp will have a cell number on which it is to be found.   If the MP/mp is missing (captured), another number will indicate its absence.  

The second list

A second table will contain or describe the position in a different way ie, the number of a particular cell on the board and the MP/mp or lack of same occupying the cell and a number indicating whether it is :A or :B.     A move from one cell to another cell is made by adding a certain number to the original cell number, and a way of telling the computer that the edge of the board has been reached will be done in the same fashion. 

A table for each MP/mp

Since D25 is the number of a cell at the edge of a D-array (8 x 8 board), the computer will be informed that the limits of the board has been reached.    For each MP/mp a separate table is used ie, the occidental KT table will be composed of moves 2 x 1 and a Standard-Bearer by moves composed of 3 x 1 etc.  In addition the computer will be informed if the move being made is an :A move, or a :B move.    It follows that the :B and :A MPs/mps will each have different numbers to distinguish them from each other.  By this process the computer will try out all the available moves from a given position until a solution is found to the problem at hand, that is, the correct solution.   If the position is legal it then carries out the move and enters it into another table for reference when the next move is to be played.   What you then have in your computer memory is a table of tables listing all possible moves.  

A master routine

Once you have arranged the problem into a numerical format that the computer can digest, it is not difficult to arrange a scheme causing the computer to produce a set of suitable answers.     This scheme will be executed by a master routine. 

Man versus computer robots

The man versus machine argument began, in it’s modern form, in a secret establishment set up by the British War Office at Bletchley outside London, in the early days of World War II.    As it happened, the team of cipher experts included the two best traditional chess players in Britain at that time - Harry Golombek and C.H. O’Alexander.   Breaking codes is a bit like playing blindfold chess with a hidden adversary.  You have to find out what s/he is talking about, and secondly, how s/he is saying it.  The technical processes were complicated enough - but once they understood that, it was not difficult to handle.    The best mathematician at Bletchley, was Alex G. Bell.     Among his many interests was a fascination for automata and :L01 of Chesmayne.    The task assigned to the mathematicians and engineers gathered there was nothing less than breaking the German Enigma code.  The enemy’s radio signals were intercepted and the process of deciphering them was done by the back-room boys on machines which were the forerunners of today’s electronic computers.    One of the first computers, Colossus, was invented to help the crypto-analysts at Bletchley to break the Enigma codes of their opponent - Germany.  

Application of computer technology

There were spin-offs in other areas also.    When the problem was cracked, and in the final months of the war Colossus was paying off in a high rate of coded messages being broken, the panel of brains brought together had the time to reflect on and discuss other possible applications of the computer technology that they had helped to bring onto the world stage.    Whether by accident or by design, there were many good traditional chess players at Bletchley.     Probably it had been somebody’s inspired guess that a mind trained in chess would have a special aptitude and insight for code-breaking.

Three of the people working on the Colossus project had a special interest in chess and in the potential of machine intelligence: I.J.Good, D. Michie and Alan Turing.   Turing and Michie had great contributions to make to the field of computer chess after the war.     Michie has had great influence on the development of research on chess, right up to the present day and Alan Turing is renowned as a computer scientist from the earliest era.    The curious thing about Turing was that despite his outstanding brilliance as a mathematician, he was quite hopeless at playing :L01 of Chesmayne.    This shows that while a high IQ may well be a necessary condition for playing GM chess, it is demonstrably not enough in itself.    The first recorded game between man and machine took place some time in 1952 and was staged in Turing’s office.     His notebooks/jottings are still classified material to this very day.   

Machines to play chess

After the war Turing was given a government grant to build a general purpose electronic computer, capable of solving a variety of problems which led in turn to his discussing the possibility of machines being able to play an average game of Chesmayne, :L01.     He wrote a paper that described a ‘program’ that could be played on a computer.     His paper went on to discuss how this might be brought about and the problems involved in doing so.     In the immediate post-war years, England and the United States of America were the main pioneers in computing.     ENIAC, the first American computer was switched on in 1946 but worked on a decimal rather than a binary system and its purpose was chiefly weapons development calculation. 

The stored program

The second American computer, EDVAC, incorporated a crucial innovation, suggested by John von Neumann, the ‘stored program’, kept on coded punched paper and fed into the computer when it was required to solve the task on a particular tape.  This was the breakthrough, together with the switch to other circuits that separated the first general purpose computers from Colossus and ENIAC.    Colossus and ENIAC were dedicated (just like some of the dedicated chess computers of today) and could not be programmed to do any other task.   

Knowledge

Knowledge is the core of information possessed by the chess player and can be used for an intelligent understanding of the strategic problems that can confront a player during a contest.     Knowledge in itself involves more than information ie, if you went along to a meeting of chess strategists which discussed plans for winning manoeuvres, the knowledge you possess would not improve your playing ability one iota.     However, if the information contained in these strategies could be adapted by the chess player then h/er knowledge could be used to good effect during practical playing conditions.   

For example, you might review the principles of chess which would include an opening repertoire of initial moves.   As you improve with practice and experience this knowledge will be modified and instead of counting out, say, the number of steps an occidental KT makes on the board, you will do so unconsciously.    Some of these mental processes will require a focused attention, while others like the castling move (%K, %Q) on :L01 will take very little attentional effort.  

Chunking - Frames

Simon and Gilmartin have speculated that the typical GM has encoded about 50,000 chunks of related MPs/mps, based on an examination and analysis of MP/mp positions.   Frames are a type of script, which are data structures full of details that can be added to or taken out at will - just like the various sentences or paragraphs in this text which you are presently reading.  It is basically a method of organizing information ie, in the chunking analogy just cited a frame might contain slots of information such as, GU, PA, cell, Array, Regent, KI, ++CM and so forth.    So it seems that the mature player learns some meaningful configurations which are easy to retain in memory and work with.   This might be demonstrated using the following anagram - ‘ssgniocPre’.     Now, consider the following letters – ‘Processing’.  

Hierarchies

These letters are easy to remember and form a single unit or word.  The configurations of Chesmayne MPs/mps on the different levels of Chesmayne are treated by mature players in the same way as the letters cited above.    Mature chess players have their knowledge organized in a hierarachical way.   In their minds, specific details are logically chunked and these chunks are grouped into more general topics, and these into even more general types. 

Jack in the Beanstalk - Pruning the tree

Most advanced types of problem solving occur in knowledge rich domains, where the search processes and solutions are most likely to be narrowed down by human expertise.    A mature player differs from the amateur in many respects, but the most important way is in h/er ability to prune part of the state-action tree.    One of AIs goals is to develop software that will ‘know’ something, in just that sense, enabling a problem solver working in consultation with the program to trim down the size of the state-action tree.    A mature chess player accumulates knowledge resulting from years of experience with the game.  This experience has produced knowledge that is independent of the players general cognitive functioning ie, the mature player does not explore the branches of the state-action tree any further than a novice.   This means that a mature player does not necessarily have a better memory than the novice.  

The brute-force method

What s/he does have is superior organization of the MPs/mps on the board which operates schematically.  The mature players’ mental structure not only organizes the MPs/mps but also indicates which lines of play should be explored.  Establishing simple sub goals can prune the branches of the state action tree, making the problem more manageable.   This is what the mature players’ schematic knowledge enables h/er to do.  Chesmayne is played at a higher level by mature players than it is by novices, in part because the mature player does not waste time and cognitive effort exploring unproductive avenues.    For AI researchers, this presents a problem: what exactly does the mature player know that can be formalized into a computer program of the game?   AI research using the traditional version of chess (:L01 of Chesmayne) has taken two distinct approaches to the problem of knowledge.   The first of these is called the ‘power approach’, because no attempt is made to mimic the knowledge structures of a human.    Instead, the program searches as much of the state-action tree as it can, as quickly as it can.    The computer is just taking advantage of its computational speed to find an answer to the problem, and for this reason is said to be ‘brute-forcing a solution’.     The knowledge based approach tries to formulate an algorithm that mimics the domain-specific knowledge of the players.  

Limiting the depth of the search

How are these two approaches be applied to chess?   First, no program searches the entire state-action tree, it is just too big.    This means that all programs must limit their search operations.     These restrictions can be written into the program in two ways.   A program can restrict the number of moves that are evaluated from any point in a game.   This is known as…….  

01 Limiting the depth of the search.    A program may limit the number of plays that are evaluated from any node in the state-action tree that are suggested for further exploration.     This is called……. 

02 Limiting the width of the search.    All programs limit depth to a certain extent, usually for the sake of time.     Increasing the depth of the search by just a single node ie, looking four moves ahead instead of three, results in a tremendous increase in the time required to carry out all the evaluative computations.  This is usually what happens when you increase the level of play on one of the home computer chess programs.     The program now searches further into the state-action tree, but if you have such a program, you know that the amount of time required by the computer increases dramatically with each increase in level.     Not all programs limit the width of search, however, and those that do not are referred to as ‘brute force programs’.   The programs consider every legal move available on the board at that time and consider them all out to some, usually limited depth.   Knowledge-based chess programs on the other hand are those that try to limit the width of search.  

The human brain

Your brain is designed in such a way that only a limited number of goals are active at any one time.   The reason for this is that if you were to pay attention to all the sensory information being received at any one moment, you would have difficulty in making a move in the first place.     The point is that you can only attend to what can be held in short term memory.    This enables you to focus on what is important and make decisions swiftly.     When you try to think ahead move by move during a chess game, you have to remember to go back and explore other possibilities after exploring the current one.    If you were to take into account all possibilities at once your mind would be overwhelmed and this would lead you to forget what to look at next on the board.    By conscious effort it is possible to keep the last few items in memory and be able to respond to any type of danger or, other matter of importance that may arise on the board in the meantime.  

Automatic processes

The matter of automatic processes has also to be understood during a chess game.   The players might be involved in conversation at the start of the game and at the same time, setting out the board.    Placing the MPs and mps on the board can be an automatic process and makes no demand on your working memory.    On inspection you might realize that your KI is in the wrong cell.    The reason for this error is that placing the MPs/mps on the board is an automatic process.    While doing this your attention was focused on the conversation with your opponent.     Reading this text on the moves just before a contest is unlikely to improve your ability, unless of course you want to remember low level facts such as how many cells forward a mp can move etc.   Your ability to make predictions and think of moves that will occur is limited by the constraints on your short term memory.   

Short term memory

This paradox leaves the novice player in a peculiar dilemma.   How can the mature player win most of the time if s/he cannot see all the moves from the opening to endgame play?    You will have a number of problems to surmount if you are to achieve success.     It will be difficult for you to compare several moves and then select the correct one.   Because each course of action is complex this will strain the capacity of your short term memory to picture a single alternative and its ramifications, let alone carry out several moves in your mind simultaneously, in order to compare one with another.    There is no precise way to compare alternatives because the decisions made will also have to include the reactions of your opponent who has yet to make up h/her mind about their own reaction yet.  

Mental images

Another form of representation known as a ‘mental image’ is used by the player to distinguish, say, a MP form a mp.     It is unlikely that you have pictures stored in memory or MPs/mps cooped up inside your brain as actual images, but you clearly recognize them, so you must have some representation of these perceptual experiences stored in such a manner that the pattern recognition mechanism can make use of them.    It is these perceptual representations that are used in a wide range of situations during a contest.    It would seem you have the information necessary to visualize and manipulate the MPs/mps in such a way that you can produce a plausible next move response when required to do so.     This means that you can achieve ++CM, despite the obstacles introduced by your opponent and transform the mental representation in your mind to an endgame winning scenario.    The interpretation of what your goals are, where you are in relation to them and what kind of actions you must perform to achieve these goals are what chess is all about.     It is a problem that must be addressed by you and you alone!  

Categories

If you had attended the meeting of game strategists mentioned earlier, it is assumed that you know the rules and moves of the MPs and mps.    What this means is that for you there is a connection between one move and the next, so that, in a game of chess you seek to confirm that the next move is in fact a legal move on that particular level of play.     This concept allows you to group MPs and mps into distinct categories.    You group similar objects into categories to recognize patterns on the board that happen in some regular way.     Without this ability you would not be able to carry out the advanced thinking necessary for playing chess.  These patterns of recognition can be seen on the board where they try to repeat actions that are followed by desirable outcomes and avoid those that result in undesirable one’s.  Therefore, it seems that all Chesmayne players’ have knowledge represented in their minds by assembling experiences into categories at many levels of abstraction, and label these groupings and use the conceptual labels as the building blocks of their thinking processes.   

Grouping - Codifying

It is possible to convey a concept using gestures, that is, when two deaf people sit down to play chess.     Signs are used from which the players can inductively arrive at the concepts being conveyed.    Thus the function of concept making is to increase your mental efficiency, for without the economies of categorization your information processing system would suffer from overload.     Theoretically, there are tens of trllions of possible moves on the various boards and if you did not reduce them to a handful of groupings, incoming information would result in overwhelming visual static in your brain.    To resolve this you compress and codify concepts to enable you to think and communicate effectively.    This process enables the chess player to predict what move to make next on the board.  You do this by eliminating most of the unsuitable possibilities and concentrate on those moves that have promise by means of your ability to categorize different moves on the board.   

Hierarchies

Experts have many interconnections in their minds but they approach problems from the top down which is the key to their expertise.    Research also shows that you will remember items more effectively if they are meaningfully organized than those you see in a random order.    Mature players who remember large and complex bodies of material often say they do so in a hierarchical way rather than starting at the beginning and working straight through.    The reason why the mature player is so proficient is that it takes time and experience to arrange and rearrange what s/he knows into a hierarchical form and this can only be achieved through practice.    Due to the narrow limit of short term memory, you will work your way through a problem in a serial fashion, but you will not use a trial and error search that blindly looks at every possibility in a sequential manner.    You will use a selective search - not an exhaustive search.   You process incoming perceptions of the board, and while you have a limited computing power you can store large amounts of knowledge and retrieve it at will.   This shows that the only real way a chess player can improve h/er game is through time and experience.   

Seeing

What makes a mature player more proficient than the novice?     It seems that the expert player can ‘see’ things that the novice cannot.    De Groot conducted a number of studies to clarify the role of perception in problem solving.    He showed his subjects, mainly chess GMs, a tactical position taken from a tournament game that had taken place between two GMs.    The subjects were asked to determine :A’s best move.    Coming up with a good move involved a lengthy analysis of the board.    De Groot compared the responses of the GMs with the players who are one rank lower and found that the lower ranked players could analyze the board almost as well as the GMs.    However, in a real game situation the GM would win hands down.    De Groot examined this phenomena and found that the GMs explored fewer moves than players with less ability.    De Groot concluded that the GM players were able to see certain moves better than the lower ranked players because their interpretation and organization of the board was more likely to be precisely accurate.  

De Groot

De Groot also asked GMs to reproduce tournament positions from memory.   He found that they could reproduce a position of greater than twenty MPs/mps after only five seconds.    They did not place the MPs/mps on the board one at a time but in groups of four or five MPs/mps in several chunks, where each chunk consisted of a group of MPs/mps that were somehow related to one another.     It was found that the GMs were not using a geographical code to place the MPs/mps on the board.   They were using a more abstract code which was dependent on their extensive knowledge of MP/mp configurations.   From this it can be concluded that there are stages in skill learning.  

01 The first stage called the ‘interpretive’ stage is used to ascertain what the task of the game involves.    Performance at this level is error prone because the knowledge is incomplete and can overload your working memory.    

02 The second stage of skill acquisition is called the ‘compiled stage’ during which parts of your skill are chunked or compiled into a procedure that is specific to chess playing.    Demands on working memory are much lower because the specific knowledge ie, allowable moves, which cell to move to etc, fall into particular areas which can be interpreted by a general procedure. 

Able to see

A program should be able to ‘see’ the same things a human sees when it looks at a chess board.   It is a well known fact onlookers see more of the game than the players!    Thus the program requires an internal representation of the cells and the MPs and mps on a board and the relations amongst them, and a set of processes that can pick off and make use of these relations as needed.    The former requirement is called ‘setting up the chess board’ and the latter ‘move making and matrix making capabilities’.   The game of chess provides an inhomogeneous collection of information out of which moves must be forged.   Thus there must be enough variety in the representation to discriminate all the different kinds of moves.  Given that, the information should be stored in such a way that little space is allotted to moves that seldom occur, such as mp promotion (#), castling (%) and so forth.  

Parallel processing

Another phenomena we must consider is also perceptual, but of a more recent discovery.   Explanations in terms of heuristic search postulate that problem solving, and cognition generally, is a serial, one-thing-at-a-time process.    Many psychologists have found this postulate implausible and have sought for evidence that the human organism engages in extensive parallel processing.    The intuitive feeling that much information can be ‘acquired at a glance’ argues for a parallel processor.    Of course, the correctness of the intuition depends both on the amount of information that can actually be acquired and upon what is meant by a ‘glance’.     If a glance means a single eye fixation, lasting anywhere from a fifth of a second to a half-second or longer, then we know that there are high-speed serial processes ie, short-term memory search and visual scanning that operate with this time range.     Thus, it is certainly interesting and relevant to find out how the human eye extracts information from a complex visual display like a chess position and to see whether this extraction process is compatible with the assumptions of the heuristic search theories.    Experiments have confirmed the existence of an initial ‘perceptual phase’, earlier hypothesized by De Groot, during which the players first learn the structural patterns of the MPs/mps before they begin to look for a good move in the ‘search phase’ of the problem solving process.   

Lists

A chessboard is made up of cells, which lodge MPs/mps, which make moves from one cell to another.    Objects in Chesmayne, like the new boards and the palettes of MPs/mps, can be represented as names of description lists with certain prescribed associations, such as the cell from which a MP/mp comes, the cell to which it moves, and the kind of move in question.    A Chesmayne position can be fully described as a list of moves that originate from a standardized initial position (ISP) and terminate in a well-defined ++CM position. 

To make a move

Moves are the operators that transform one Chesmayne position into another.  What are the common properties of chess moves?    Each involves a MP/mp, or sometimes two (as in castling), going from one cell to another.   If the ‘to cell’ is already occupied, the move is called a capture.     If the ‘to cell’ is on the top rank and the mp is a PA or, other mp, it is called a promotion (#).   But in all these cases the common ‘from-to’ property holds.     Four steps are required to make a move in a game of chess……. 

01

The move must be constructed

02

It must be tested for legality

03

It must be tested for repetition of position

04

It must actually be made on the board

Configurations

The configurations of MPs/mps in chess games are treated by the mature player in the same way as you treat the configurations of letters in sentences.     In fact, many configurations have been given names, and are quite familiar to mature players.  Games follow logical sequences of moves, and when two experts compete there are systematic patterns to the configurations.   By taking advantage of these regularities, GMs appear to have superior mental abilities in looking ahead and in planning possible moves.    But this skill is actually due to their great familiarity with the :gt (game-tree) of traditional occidental chess, which allows them to view configurations of MPs/mps as single psychological units.   

As an example of this, ask a traditional chess player to play :L02 of Chesmayne (using eight GUs instead of eight PAs) or, Chinese Chess and you will find that s/he will be all-at-sea (sea-sick!).    Therefore, it can be concluded that the novice Chesmayne player will have a sporting chance [an even playing field] of defeating an experienced traditional chess player on the new levels of play described in this text.    Familiarity is not easy to develop.    It takes years of study, many hours each day, to reach the level of performance of a traditional chess GM.    When skilled traditional chess players are asked to remember meaningless board configurations, as on :L02 or :L03 of Chesmayne or, even patterns of MPs/mps taken from the games of unskilled players, their apparent superb memory and analytical skills deteriorate very rapidly indeed, much as your ability to remember letters drops considerably when they no longer form meaningful words ie, 

An example of the above paragraph is given below with all of the vowels deleted:

s n xmpl f ths, sk trdtnl chss plyr t ply :L02 f Chsmyn r, Chns Chss nd y wll fnd tht s/h wll b ll-t-s. Thrfr, t cn be cnclded tht th nvc Chsmyn plyr wll hv sprtng chnc f dftng trdtnl chss plyr n th nw lvls f ply dscrbd n ths txt. Fmlrty s nt sy t dlp. t tks yrs f stdy, mny hrs ch dy, t rch th lvl f prfrmnc f trdtnl chss GM. Whn sklld trdtnl chss plyrs r skd t rmmbr mnnglss brd cnfgrtns, s n :L02 r :L03 f Chsmyn r, vn pttrns f MPs/mps tkn frm th :gms f nsklld plyrs, thr pprnt sprb mmry nd nlytcl sklls dtrrte vry rpdly ndd, mch as yr blty t rmmbr lttrs drps cnsdrbly whn thy n lngr frm mnngfl wrds.

Decisions-Decisions - Decision making

So far, we have only examined problem-solving.    Another major category of mental activity is labeled decision making.    Here, a specific choice of alternatives is offered someone who must then select one course of action.    Decision making is a part of problem solving, of course, just as a problem plays a role in the formal study of decision processes, that it makes sense to examine them separately.   Decisions pervade our lives (ie, whether to vote for one party/candidate in an election or another).    We are continually faced with alternative courses of action, each of which must be evaluated for its relative merits.   Sometimes, the decision depends upon the reactions of others, often chance factors are involved and sometimes decision making is frequently accompanied by a perplexing mixture of success and failure.  

Course of action

It is a very difficult psychological task to compare several courses of action and finally to select one.    1st - if each course of action has any complexity to it, it strains the limited capacity of short-term memory simply to picture a single alternative and its implications, let alone carry several in mind simultaneously in order that they might be compared with one another.    2nd - if the alternatives are complex ones, then there is no clear way to do the comparison, even if the several choices could all be laid out one in front of the other.   

And finally, there are always a number of unknown factors (other candidates) that intrude upon the situation.   Some of the results of the action are only problematical - who knows what will really happen?    Some of the results of the decision depend upon how someone else will react to it, and often that reaction is not even known by the other person yet.    It is no wonder that the sheer complexity of reaching a decision often causes one to give up in despair, deferring or postponing the event for as long as possible, sometimes making the actual final choice only when forced, and then often without any attempt to consider all the implications of that choice.    Afterward, when all is said and done it is too late to change the act, there is time to fret and worry over the decision, wondering whether some other course of action would have been the best after all - proving that time and unforeseen circumstances befall us all.  

Cognitive limitations

Human cognitive limitations interact with human actions.   Thus, in our study of human decision making, we have to be especially concerned with realizing the distinction between the rules people ought to follow, and those they actually do follow.   The distinction can be difficult to make, since wo/men often describe their behavior as deliberate and logical, even when it is not.    When a wo/man makes a decision (ie, to get married) that appears to be illogical from the viewpoint of an outsider, usually it turns out that the decision was sensible from the position of the decision maker, at least in terms of the information s/he was thinking about at that time.   When the apparent error is pointed out to them ie, ‘why did you move your QU there?’, ‘now I can take your BS’, they are likely to respond that they simply ‘forgot’ some important information – ‘Oh damn (or some other vernacular expletive), I saw that earlier on, but then I forgot about it’.    Which behavior do we study - the actual erratic acts, or the systematic, purposeful ones?     The answer, of course, is both.   

Strategy and tactics

The word strategy is derived from the Greek strategos, a root, that originally meant ‘trick’ or ‘deception’ and was used to describe army generals, that is, a general was one who could trick the enemy.    You will notice that a trick or ruse indicates behavior, but a trick is more than just behavior.     A trick means that a mental action or plan has preceded it.    Accidental tricks are not possible (‘Jape’ means prank or trick).  A Chesmayne players definition of strategy must take these aspects into account.    Strategies are seen in play, but this behavior implies some type of mental effort.    A strategy can also be defined as a move, plan, or probe designed to effect some change on the board and provides information to the players.    That is, the move is considered informative.     In Chesmayne, strategies are of two classes…….  

01

Heuristical

02

Algorithemtical

In computer programs, opening strategy is simulated by attaching different values to different cells on the board.     By scoring points each time a MP/mp attacks one of the four center cells (B$A), and one point for any other cell on the board, the programmer simulates a view of the chess board in which the edges are less important than the middle.    The difficulty for the machine is to recognize when the center of gravity of play moves from the geometrical center of the board (B$A).   A human player knows instinctively to move h/er MPs/mps towards the sound of gunfire.    The central cells of B$A may only be a useful stopping-off point on the journey of re-deployment.   

The game is divided into strategy and tactics.   The best programs are excellent tacticians.  Their calculating ability gives them an obvious superiority over most humans.    They are less adept at evaluating positions and therefore you would avoid tactics, if possible, when playing a computer in order to defeat the programme.    The strategy to adopt is to do nothing, but to do it very carefully, because sooner or later the program will dig its own grave.    Sometimes making a bizarre early move can confuse a program and take it out of the ‘book openings’ programmed into it.  

In other words, the interactions between immediate perception and stored knowledge are themselves complex and inventive beyond anything reproducible in computers, with their yes/no logic and essentially static memory banks.   Such key concepts as advantage, sound sacrifice, and simplification by exchange, on which the choice of moves will depend, are far too indeterminate, far too subjective and historically fluid to be rigorously defined and formalized.    The vital parameters of psychological bluff, of time pressure, of positional feel, of tactics based on a reading of your opponent’s personality largely elude formal notation and judgment.   They belong to the unbounded inexactitudes of art.  

Four simple rules

Computers playing to a depth of, say, 100 ply will give chess GMs a hard game and they may even get to an objectively won game, but they will not beat a mature player because they will not know what they are doing.     They possess too much useless information which slows down the deep tree search.    Can a program ever be written which will embody all the concepts of Chesmayne?  Mathematically, a computer can perform so many equations.     If it were possible to program a computer with everything necessary for the game of chess, it would certainly have a chance of crushing a human being.     If you are going to play a computer, there is no reason to be scared.     There are four simple rules of engagement……. 

01

Play positionally and avoid tactical scrambles

02

Examine all +CHs and captures that the machine can conceivably make in the next two or three moves, since these are the possibilities it will be concentrating on

03

Gradually mobilize the MPs/mps towards achievement of a long term plan

04

Play for the endgame, where the machine is likely to be ignorant of the niceties of timing and position in pushing mps and in activating its KI.    Then manoeuvre the computer into one of the unsound positions.    In chess you will choose your move on the basis of partial calculations, intuition and value judgments

Advantage of an electronic computer

Playing chess is a problem of a much higher intellectual order for a computer and for this reason it was possible for some early research to be done.   The main advantage of having a computer play chess lies in its ability to perform millions of calculations much quicker and more accurately than a human being can.   It has to have the ability to look ahead to see the ‘variations’ that can be played.   Checkers was also played by machines in the 1950s for the first time, but the main problem was that the computer found the game too easy.    It could see through a sequence of moves and captures to the final winning or drawn position faster than even very strong human opponents.     However, Chesmayne has an advantage over draughts in that it has MPs of infinite value, the KI, GE, etc which gives the game a special character for modeling real-life processes.  

Related keywords to be found in this dictionary……. 

Access Time

Ajeeb

Algorithm

Alpha-Eval  Beta-Eval

Architectonics

As- Suli

Automaton

Computer

Deep-Thought  Deep-Blue

Dynamic Factor

ENIAC

Evaluation Function f(P)

Famous Chess Playing Programs

F(P)

Fidelity

Fritz

Game Tree

Game Tree Node

Golem

Horizon

IBM 704

ICCA

Internet

Maelzel Chess Automaton

Mephisto

Myrmidon

Nand

North American Computer

Chess Championship

Novag

Plausible Move Generator

Robot

Turk

Internet Chess Server

Rec.Games.Chess

Small chess - Los Alamos variant

In the early days of computer chess, at the Los Alamos Scientific Laboratory, on the Maniac-I computer, a chess variant was implemented, to be played by the computer.    The game is described in the book ‘Computer Chess’ by Monroe Newborn.   Three games were played, and can be found in this book, the last one against a total novice in chess, who lost the game from the computer.   If your university library does not have a copy of this (old) book, most of what is written there about this game and its history, can also be found in Pritchard’s Encyclopedia of Chess Variants.  

Board and opening setup

The game is played on a six by six board.   The opening setup is as follows…….

White:
King d1; Queen c1; Rook a1, f1; Knight b1, e1; Pawn a2, b2, c2, d2, e2, f2.

Black:
King d6; Queen c6; Rook a6, f6; Knight b6, e6; Pawn a5, b5, c5, d5, e5, f5.

Other rules

Pawns cannot move two steps on their first turn.     There is no castling.   Other rules are as in orthodox chess.  

Computer programs

Jari Huikari has made a free PC computer program that plays Los Alamos chess.  You can download it.     Another computer program, which can play Los Alamos Chess (Also by Jari Huikari)   Download it here

Applets

You can also take a look to an experimental applet where the game can be against oneselves, or an applet where the computer plays against you.  

Written by Hans Bodlaender  

Heuristics

Assuming that you have read the text and have played a couple of different levels of Chesmayne, the question now arises as to what processes are active when doing so.   Having learned how some of the new MPs/mps move you will probably have learned heuristic principles of which the following are examples:

01

Try to control the central four cells (B$A)

02

Make sure your KI is in a position of safety

03

Do not make premature sorties with  your QU

04

Castle (%K, %Q) early to protect your KIs position

05

Keep your mps in front of the KIs position for his safety

06

Give your mps necessary protection, especially at their rear

07

Choose a suitable opening strategy

Heuristics are rules that have been developed from experience in solving problems.    If you play chess, you probably know some of its heuristics, such as keeping your QU in the center of action, keeping the KTs away from the edge of the board, and so forth.    Unlike algorithms, heuristics do not guarantee the attainment of a solution.  They make up this shortcoming by being simple and quick to use.   Cognitive scientists have discovered that the human entity often uses several all purpose heuristics that do not appear to be closely tied to specific problems.   The origin of much of this knowledge was the work of Newell and Simon.  

A very important heuristic device is to find analogies between the present problem and one’s for which the solution is known.     Often, this requires a bit of skill in recognizing the similarities and a bit of subterfuge in ignoring obvious differences.  Solution by analogy is extremely valuable, even if the analogy is far-fetched.   The danger, of course, is that one can think there are similarities where in fact there are none, causing much wasted time and effort before the error is realized and a new approach is tried.    Heuristics come into play in any complex problem-solving situation.    In fact, much of the study of thinking and problem-solving involves a search for the kinds of heuristics people use.    The role of heuristic strategies is best understood by considering a specific example ie, chess does not give a prescription guaranteed to lead to success.     Rather, it contains heuristic rules ie, try to control the four center cells (B$A) - make sure your KI is safe and so forth.  

 

Subgoals

One of the main problems when playing chess is finding the particular operators that will work in a situation.     Breaking up the overall problem into sub goals is useful for setting the problem up.   The means-end analysis is useful for evaluating whether a given operator will make some progress toward the solution.   But none of these tactics tells us which operator we should be considering.   The mathematician Polya suggests that to solve a problem we must first understand the problem and must clearly understand the goal, the conditions imposed upon us, and the data.    Second, we must devise a plan to guide us to the solution.     But the crux of the matter is to devise the appropriate plan, the operators that will, in fact, guide us toward a solution.   

Algorithms - Heuristics

In the study of problem solving, plans or operators are divided into two types as mentioned above 1) Algorithms and 2) Heuristics.    The distinction between the two is whether the plan is guaranteed to produce the correct result.    An algorithm is a set of rules which, if followed, will automatically generate the correct solution.    The rules for multiplication constitute an algorithm.     If you use them properly, you always get the right answer.    Heuristics are more analogous to rules of thumb.    They are relatively easy to use and are often based on their effectiveness in solving previous problems.  Unlike algorithms, however, heuristic methods do not guarantee success.    For many of the more complicated and more interesting problems, the appropriate algorithms have not been discovered and may not even exist.   In these cases, we resort to heuristics.  

        

Efficiency

In fact, the differences among chess players seem to lie mainly in the power and efficiency of the heuristic schemes they employ while playing the game.    A good place to examine the operation of these rules is with the last few moves of a game, just before a ++CM ie, an attack on your opponent’s KI from which it is impossible to escape.    If you consider all the possible moves and counter moves that are available at any given stage in a chess game, there are about a thousand combinations that could conceivably take place.    The number of possible sequences of eight moves, then, would be 10008, which is a million billion, billion, if you care to spell it out.    Were you to try to devise an algorithm for evaluating the best one of these possible combinations, you would have to explore literally billions of different possibilities.     The sheer effort involved would overload even the largest high-speed computer.  

Selectivity

Chess players clearly do not try to follow through all possible combinations to their conclusions.   They selectively consider only those moves that would seem to produce important results.     How do they know which of the millions of possible moves should be considered in detail?    Several studies of experts - those who have reached the internationally recognized level of GM in traditional occidental chess suggest that these GMs use a number of heuristic rules to examine and select moves.   The rules are ordered in terms of importance, and this order is used to discriminate among promising moves.   A sample of some of the heuristics used by GMs gives an indication of how their search for appropriate operators is guided…… 

01

Give highest priority to +DC (discovered) ie, moves that attack your opponents KI with two or more MPs simultaneously

02

+DO (double) ie, moves that take one MP out of another’s line of attack.  If there is an alternative, use the most powerful MP/mp to make the +CH.  The power of a MP/mp depends on the flexibility of moves that it can make

03

Give priority to moves that leave your opponent with the least possible number of replies

04

Give priority to a +CH that takes your opponents KI farthest from his base

  

Efficiency of heuristic schemes

   

These are simple rules.   When they are applied to a number of standard chess  endgame situations, they succeed in a large number of cases.    Of more importance, they succeed without requiring too much memory capability on the part of the player - only a certain number of possibilities need to be considered in the exploration phase of reaching the solution, even less in the verification phase to confirm that the combination of moves is indeed valid and sound.     Since the solution of some of these problems might take a player 10 minutes to discover, they do not seem to require a great mental capacity at any one time.    In fact, the task would appear to be equivalent to that of spending ten minutes in memorizing a grammatical selection of words ie, the preceding three sentences.    In conclusion it can be concluded that the different levels of ability among chess players seem to result more from the efficiency of the selective heuristic schemes they have developed, rather than from sheer mental capacity.   

A checkmating program

In any given position, what moves should be considered and in what order?  Human players are known to be highly selective in the moves they look at, a selectivity based on their heuristics of search.    Computers must also incorporate such selectivity.  Restricting the mobility of your opponent’s MPs/mps is a recognized principle of strategy.     It is particularly important in ++CM combinations since ++CM is defined as an unopposed attack on an enemy KI whose mobility has been reduced to zero.  Strategically this means the attacker strives to gain control over……. 

01

The cell that the enemy KI occupies

02

All the cells contiguous to it that do not contain an enemy MP/mp

If just condition 1 obtains, the enemy KI is simply in +CH.     If just condition 2 holds, the enemy KI is ++ST, while if both 1 and 2 hold, he is ++CM.   Viewed in this light, ++CM is a process of acquiring control or restricting the enemy’s KI more and more.     This principle is the cornerstone of the ++CM program.  

Algorithm

An algorithm is a method that is guaranteed to produce an answer to a chess problem and although an algorithm will not always be efficient, they always work.  You make use of algorithms whenever you play chess. For well defined problems, we are often defeated in our efforts to find an algorithm because the problem is so enormous.  Chess is a good example of a problem that is too vast to permit the discovery of an algorithm.  Starting from a conventional opening position, the estimate is that a Chesmayne D-array (8 x 8 board, :L01), has 1040 continuations of games.   If you had a computer capable of evaluating each game at the rate of three per micro mille second, examining all the possibilities would still take the computer 1023 centuries.  The moral - don’t hold your breath waiting for computers to discover the chess algorithm.  An algorithm is written which enables the program to generate a significant portion of a problem’s branches.   The program then compares some or all of these branches systematically, evaluating each branch against some criteria that have been stored as part of the program.  Elsewhere in the text several of the programs that use some variation of the strategy outlined here and how they are used to solve the problems are discussed.   

Problem solving

Decision making implies a given number of alternatives, whereas in problem solving the alternatives must be created.     Thus, problem solving involves both choice behavior and the finding or creating of alternatives.    In every chess position, of course, the rules of the game place an upper limit on the number of possibilities that can be created.     De Groot found that, (on an 8 x 8 board, :L01) averaged across the course of a game, the mean number of legal move possibilities lies somewhere between 30 to 35.     How do you build a search-tree?     How are the limbs and nodes, moves and positions structured into a tree of possibilities?   The chess player can be compared to climbing a tree as s/he builds it.   Crawling along a branch in one direction corresponds to making a move in the current position (node), while traversing it in the opposite direction corresponds to unmaking a move and restoring the previous position (node).  As the player builds and climbs s/he also accrues and retains information.    The information garnered en route and the use to which it is put are in large part what can be called ‘the development of the problem’.   

Tree searching

The following paragraphs describe the results of applying the formal heuristic search algorithm to the game of traditional chess, and the impact of this work on the theory of heuristic search.     It is not that the application of the heuristic search can by itself solve the problems at the heart of computer chess, but that representing these problems with the formalism of the heuristic is proposed that does offer a common solution to the problem of quiesence, sacrifices, and plan-oriented play.   

Zobrist and Berliner

Computer chess has been dominated by programs using the alpha-beta minimax search and more recently by programs using an exhaustive search.    The trend of successful programs has thus been to a more brute-force approach rather than developing more formal solutions to the difficult problems that arise.   Approaches using more sophisticated representation and utilization of knowledge such as those of Zobrist and Berliner have been unable to perform competitively with programs using the alpha-beta technique.    The actual assessment of new approaches is hampered by the fact that a chess program hangs by its weakest link, and poor play may not be the fault of the new approach.      It is by no means clear than in chess if the trade-off of search effort for accuracy in evaluation can be consistently made without significant loss of precision.    Thus the speed of the heuristic search - an attempt to combine a sufficiently powerful search mechanism with a knowledgeable heuristic.   The heuristic search approach has not proven itself competitively superior to the alpha-beta technique either, winning, drawing and losing.   

                                      

                       Evaluative categories

Classical game theory partitions the set of legal positions into evaluative categories: ++LS, ++DR and ++CM.   Yet commentators employ a much larger repertoire of evaluative terms than this, distinguishing for example, a ++DR from a balanced position, a decisive from a slight advantage, an inaccuracy from a mistake and a mistake from a blunder.   Using this, an additional quantity can in principle be associated with each position, so that we have not only its ‘game heuristic value’ but also its expected utility.    A function of these two variables can be found which yields explanations for many evaluative terms used by commentators.     The same model can be used as the basis of computer play.     It has shown itself to be easier to justify, and to adjust to realistic situations, than the minimax model on which some state of the art programs are based.   

Helmut Richter

Almost every chess program ever written uses some sort of look-ahead.   Perhaps the most notable exception is Helmut Richter’s program ‘Schach’.     Since the game-tree [:gt] for chess becomes enormous within only a few ply (half-moves) of look-ahead, a considerable amount of research effort has been devoted to the problems of tree searching.    The contribution by Birmingham and Kent provides a concise summary of the fundamentals of tree searching.    A paper by the authors of ‘Kaissa’ gives an account of their interesting ‘method of analogies’ which aims to use information gained from one part of the search tree in analogous positions.   

Larry Harris in his paper described how the intelligence of heuristic search can be applied to chess programs, and how the method may be used to find sacrificial combinations or, to defend against them.    Donal Michie’s paper breaks away from the classical traditions of game theory and utilizes the fact that chess players are imperfect to show that it is not necessarily best to assume that one’s opponent will always find the correct move.    Michie’s contribution has been underestimated, and could be extended to enable a computer program to play ‘psychologically’, making moves which were thought to be stylistically unpleasant for a particular opponent.  

Razoring

01

Ocam’s Razor: One should not make an assumption unless there is a good reason to do so

02

Inverse: If there is a very good reason to make an assumption then make it - even if it is not always true

This technique works on the assumption that from any given position your opponent will be able to find at least one move that improves h/er position.   This assumption is invalid in the context of chess if a ‘zugzwang’ situation occurs.   In fact the program defines zugzwang precisely as a state in which every move available to one player creates a position having a lower value to h/er (in its own evaluation terms) than h/er present position.  Razoring is a new and very powerful technique for speeding up mini-max searching.    Unlike alpha-beta it will not guarantee finding the best decision but it will, however, find a very good move far faster than alpha-beta.  

Chopper

When playing a game a program has to search a sequence of trees, and occasionally one of the trees in a given sequence will have a single node at ply-1.     It is well worth while to test for such an occurrence, otherwise the program will search through more plies, only to decide that its only choice is also its best choice.     So long as the value of the tree is not required, but only the decision about which move to select, you can chop the tree off at ply-1 and the only move available.   This situation occurs when the KI has to move out of +CH.   

The alpha-beta algorithm, sometimes misnomered heuristic, has been a standard component of every modern game playing program.     It was apparently first used by Newell, Simon and Shaw.    In the search for a suitable next play, a move is discarded if it leads to a value which is worse for the side to move than some already considered move.    If we look, however, at two levels of the tree (say, moves by :A), followed by replies from :B, we notice the following: as moves by :B are being explored, the value which is going to be returned back up to the :A level (:B best value so far), cannot be getting worse and worse.   If an :A move has already been evaluated, it is possible to check a :B move not only to see if it is so good for :B than some alternative, but also to see if it is so good for :B that :A would never make the move leading to that choice for :B, or in other words: whether the move is ‘too good’ for :B.    If the move is ‘too good’ it is useless to consider any more moves for :B from that position and the :A move leading to that position may be discarded immediately.  Thus, only one refutation is required to a proposed move and once it is found further search may be discontinued.   

Alpha Beta cutoff

The probability of alpha-beta cutoffs is increased by the fact that moves are investigated in order of decreasing plausibility, and a move is refuted if it is equally good as the best so far at the previous level.    Such a consideration leads to a tremendous speed-up of the search, especially if what turns out to be the best move at each position is considered first.   One of three attributes of the plausible move generator is that it usually assigns the highest plausibility score to the best move, so almost maximal advantage is gained.   Calculation shows that the workload of the search is reduced considerably.     The name ‘alpha-beta’ is derived from the fact that in the classic implementation of the algorithm, two recursive variables are kept……. 

01

:A, the best value so far for Alpha

02

:B, the best value so far for Beta

Game tree :gt

I think that I shall never see, A poem lovely as a tree, A tree who’s hungry mouth is pressed, Against the earth’s sweet flowing breast, A tree that looks at God all day, And lifts her leafy arms to pray.   A tree that may in summer wear, A nest of robin’s in her hair, Upon who’s bosom snow has lain, Who intimately lives with rain. Poem’s are made by fools like me, But only God can make a tree.  

The game of traditional occidental chess contains about 1046 positions, a substantial proportion of which are terminal.     The rules of the game assign a value to every terminal position according to whether the position is ++WN, ++DR or ++LS for :A.   These values can be backed up the game tree using the minimax rule, so that in principle every position can be given a value, including the initial position (ISP).    This last is known as the ‘value of the game’, and is conjectured to be zero for Chesmayne.  If this conjecture is correct, and if both sides play faultlessly, ie, only execute value preserving moves, it follows from the ‘back-up’ method of assigning values, that there is at least one such move available from every non-terminal position, then the game must end in a ++DR.   Traditional chess has been honed into the game we play today.  The old board of 64 cells is still there, standing silently in tribute to the genius of its inventors and players.    In the last few decades the computer has been applied to address some of the :gt (game-tree) problems that have arisen in chess and many insights have emerged from the woodwork.   

A game-tree (:gt) of Chesmayne (the Level of play ie, :L01, 02, 03 etc).    The programming structure which enables a program to play chess is called a ‘tree’.    The program’s task is to decide on a move from a given position, and it represents that position as the ‘root’ of the tree.    Each of the possible moves from a position is represented by a ‘branch’ of the tree and at the other end of a branch is the new position.    Growing a tree to represent the myriad possibilities on the chessboard is a straightforward task, accomplished by a module in the program called the ‘legal move generator’.    What is much more difficult for a program is accurately evaluating the positions that arise on the tree.     Without a reasonably sensible ‘evaluation function’ a program could look a long way ahead but have little or no understanding of what it was looking at.   Clearly some chess knowledge is needed in the evaluation function but representing such knowledge in purely numeric terms is far from simple.    With little knowledge at its disposal, an evaluation function will provide only a crude, often erroneous distinction between good positions and bad ones.    With a lot more chess knowledge the evaluation function becomes much more accurate, and will sometimes be able to pick the best move in a position without using a look-ahead.    One of the problems facing chess programmers is that evaluation functions with more knowledge require more time to compute, reducing the depth of look-ahead than can be achieved within the allotted time per move.    A search which thereby becomes too shallow can lead a program to make tactical oversights, unnecessarily losing material or succumbing to ++CM.   

Evaluation function

Evaluation functions in games playing programs are also employed to determine which moves a program should examine, making selectivity possible.     With an average of 37 moves in a chess position, it is easy to comprehend that the problem of looking ahead to a significant depth can be immense.     After only one move by each side there are more than 1,000 positions to evaluate.    After two moves by each side the number rises to over 1,000,000.   Deep Thought, by using some clever programming tricks, looks at everything at least five moves ahead by each side, and it examines the tactical variations which it considers most interesting to a depth of 10, 15 or even more moves by each side.     In contrast to these telephone numbers a strong human player will typically evaluate only 50-150 positions during a three minute analysis.     Herein lies the big difference in thinking between human GM and computer GM - humanoids know which moves to select for examination.    H/her evaluation function is sufficiently knowledgeable.   

Deep Blue versus Gary Kasparov

It is possible to summarize the difference in thinking between ‘Deep Thought’ and Garry Kasparov thus: the computer performs the task of evaluation fairly competently but not brilliantly, though it does so millions of times whenever called upon to decide on its move.    In attempting to emulate and surpass human GMs it performs its task of evaluation less intelligently, in the chess sense, but it does so much more often.     Kasparov’s evaluation function is fine-tuned to the point of perfection, but he needs to apply it less than once per second.   He uses his accurate evaluative skill to select those moves which deserve to be considered, and to prune out the dross.  This highly selective search enables Kasparov to keep the size of his own game tree to within manageable proportions.  Kasparov played IBMs Deep Blue program in February 1996.     The match was over six games with a prize fund of $500,000.    Deep Blue had a powerful new set of chips working in parallel which can analyze 10 million positions per second and was 100 times as powerful as the machine then in use.  Another chess computer ‘Star Socrates’ (USA) has over 1800 processors working in parallel but was defeated by Fritz which only has a Pentium processor!  

Selective search and brute force

Because chess programmers have not yet been able to encapsulate all human chess knowledge in numeric evaluation techniques, the art of chess programming has largely relied on ever faster hardware.    Deep Thought uses a microchip designed specifically and only to play :L01 and which performs the tasks of move generation and position evaluation at amazing speeds.    A debate has long raged between two schools of chess programmers: which of ‘selective search’ and ‘brute force’ should be the more successful strategy?     At the moment the brute force school is winning, so one needs to ask the question ‘is mere brute force alone enough to defeat Kasparov?’   There are those, including Deep Thoughts designers, who believe that existing evaluation techniques, together with an extra 2 moves of look-ahead for each side, will be sufficient to create an electronic monster strong enough to challenge the human World Champion.   Others, notably the stronger chess players within the computer chess fraternity, believe that greater selectivity ie, more embedded chess knowledge, will be required.   

 10,000 chess programs

Amongst the thinking games that have been programmed, chess has been witness to some of the greatest successes.     It is estimated that some 10,000+ people have written chess programs.     More than 20 books, dozens of university theses and hundreds of academic papers have appeared on the subject.  This information has been available for those who have programmed other thinking games, with the result that human champions have been vanquished in activities other than chess, but in most cases the ‘thought processes’ of the programs have been very different from those of human players. 

List of annotator’s comments

General considerations

A chess ‘position’ may be defined to include the following data…….   

01

A statement of the positions of the MPs and mps on the board

02

A statement of the size of the board

03

A statement of which side, :A or :B, has the move

04

A statement as to whether the KIs and RO1 and RO2 have been moved from their home cells, that is, their right to castle (%K, %Q)

05

A statement of the last move made.    This will determine if a possible :ep capture is legal, since this privilege is forfeited after one move

06

A statement of the number of moves made since the last mp move or capture.  This is important because of the 50 move drawing rule

No chance element

In chess there is no chance element apart form the original choice of which player has the first move.    Each opponent has perfect information at each move as to all previous plays.     These two facts lead to the following conclusions……. 

01

A won position for :A ie, :A can force a ++CM, however :B defends

02

A drawn position.  :A can force a draw at the minimum, however :B plays and likewise :B can force a draw, however :A moves.  If :A and :B move correctly the game will end in a draw

03

A won position for :B ie, :B can force a win, however :A plays

Evaluation function

From the above we can infer an existence theorem.    No practical way is known for estimating which of the three categories a position belongs and if one were discovered the finale of a game between :A and :B would be exactly determined at the outset of the contest.     In some games there is a simple evaluation function (P) which can be applied to a position (P) and whose value determines to which category ie, ++WN, ++LS or, ++DR the position (P) belongs.   In typical chess positions there will be 30 or so legal moves (:L01, 8 x 8 board).   Thus a move for :A and then one for :B gives about 103 possibilities.  If a typical game lasts about 40 moves (8 x 8, :L01), before ++CM or ++RS of one side then there are 10120 variations to be calculated from this initial position (ISP).   

Evaluation function f(P)

In chess there is no known simple and precise evaluating function f(P) and never will be because of the rules of the game, but it is still possible to perform an approximate evaluation of a position.     An evaluation will be based on the structure of the position, the number and kind of MPs and mps, formations, mobility, etc.  The more mature you are as a player the more successful will be your evaluations.    The values of the MPs and mps and other factors when totted-up will determine which side has the largest total and the leading position.   

f(M1P)

In actual play this translates into a position where for example the side with a MP advantage will have an easy win and if having a mp advantage will have a difficult time trying to win.     The side with the MP advantage will have many ways to win while with the mp exact play may be required and a single error of judgment will negate this advantage.     A simple evaluation function can only be applied to quiescent positions, that is, in an exchange of MPs ie, MP capturing MP.   It would be ridiculous to calculate the function of f(P) after the MP capture because your opponent will immediately recover the value just lost.   More terms have to be added to f(P) to account for exchanges of MPs/mps in progress and is in fact the method which chess players use in actual play.  You will choose the variation giving you the highest evaluation.   Thus your maximum evaluation can be expressed as f(M1P) where M1 is the selected move.   

f(P)

Evaluation Function: can be applied to a position ‘P’ and whose value determines whether a game is ++WN, ++DR or, ++LS,

01

f(P) = +1 for a ++WN position

02

f(P) = 0 for a ++DR position

03

f(P) = -1 for a ++LS position

When it is the computers turn to move it calculates f(P) and chooses that move giving the maximum value to ‘f’.     A cell on the chess board can be occupied in one of many different ways, empty - occupied by an :A MP - occupied by an :A mp - occupied by a :B MP - occupied by a :B mp.   In traditional chess (:L01 Chesmayne) there are 13 different ways in which a cell can be occupied: empty, by one of the 6 :A MPs/mps - by one of the 6 :B MPs/mps.   On :L02 of Chesmayne there are also 13 different ways in which a cell can be occupied.   On :L03 each player has 7 types of MP/mp to start with instead of the usual 6 of :L01 or 02.   If a computer always made the same move in the same position this would always lead to the same game.  

Statistical element introduced

To prevent this a statistical element is introduced into the program.   When there are two moves of equal value the machine chooses the move to be played at random.    In the same position in another game it will choose another move of equal value to be played.  In this way a number of standard openings are stored in the computers memory.     For the first few moves the computer plays its moves from this memory bank which is just the same way a chess player goes about selecting h/er moves.    The computers ‘style of play’ can be changed by altering the factors involved in its evaluation functions.    The strength of play can be altered by adjusting or changing the depth of calculation and by omitting or adding terms to the evaluation function.     However, the main weakness of a computer program is that it does not learn by its mistakes.     Do you?   

Higher level program

The only way for a computer to improve its play is by improving the program itself.     One way is to have a higher level program change the terms involved in the evaluation functions which in turn would depend on the results of previous games that it has played.     A chess player has knowledge of hundreds of situations that can arise on the board stored in h/er brain and in a given position recognizes a familiar situation which directs h/er mental calculations along lines with greater probability of success.  In a similar way the data in the computer program is triggered to use various other programs depending on the particular nature of the position encountered and in this way obtains suggestions of plausible moves to investigate.    A computer is strong in speed and accuracy and weak in analytical ability and recognition.   

Plausible move generator

It has three basic goals……. 

01

To select a subset of legal moves for inclusion in the move tree

02

To order these moves so as to optimize the advantage the program receives from the alpha-beta tree-pruning algorithm

Plausible move generator

The analysis done in the plausible move generator is done on a per move basis rather than a per position basis - that is, for example, ‘this move is bad because it blocks A-BS2’ rather than ‘the position resulting after this move is bad because A-BS2 is blocked’.    To determine the latter fact starting just with the board position would require considerably more processing and analysis of irrelevant details.    Numerous ‘heuristics’ are available for the plausible move generator.     As is frequently the case with heuristics, they may not be valid in particular situations, therefore a program organization is required which allows for the interaction of the heuristics to determine which of them most nearly applies in the current situation.    Very generally speaking, two types of heuristic interaction are used in a chess program and these are given below.   

Enumeration

One type of interaction involves enumeration of all combinations of facts.   Such an enumeration leads to the familiar tree structure with the nodes of the tree corresponding to sub-decisions.     Each node is dependent upon only one fact.    The size of this tree grows exponentially with the number of facts involved, severely limiting the usefulness of this technique.   

Weighted sums

The second type of interaction uses weighted sums.   A value is assigned to each fact proportional to its average importance, and each move is scored as the sum of the weights of the attributes which apply to the move.    In the simplest case, the move with the highest score is chosen.    The complexity of this process grows linearly with the number of facts - not exponentially.    Also there is opportunity for a large number of small factors to add up and sway the final decision in a way hard enough to achieve with the enumerative process.    While it is true that any linear weighting process can be simulated by an appropriate enumerative process, for large numbers of facts the size of the enumerative process becomes absolutely unmanageable.     So, for practical purposes the techniques are distinct.    Linear weighting methods have been used before in game playing programs - nevertheless they have a weakness in that they basically fail to take into account the relationships that may exist between the facts.  To put it another way, the importance of a fact may vary depending on the position.  Non-linear techniques have been proposed to solve this problem, but chess is a game where the relationships are so complicated and numerous that it is unlikely much additional headway could be made by making the weighting nonlinear.   

Fifty identifiable heuristics

In most programs 50+ identifiable heuristics are used in computing the plausibility.    Many, though, apply only in special cases such as capture, moves with certain MPs/mps, or certain stages of the game.     Each cell is assigned an importance during each plausible move computation, corresponding roughly to the estimated worth of having an additional MP/mp bearing on the cell or the cost of taking away a MP/mp presently bearing on the cell.     The principal criteria used for assigning these values include the closeness of the cell to B$A, its proximity to the opponent’s KI, and its occupation by one of your MPs/mps which is ‘en prise’.     Small values are given for occupation of the cell by one of your MPs/mps and for its closeness to your opponent’s side of the board.    The current developmental value of a MP/mp is the sum of the values of all the cells it attacks (can move to in one move) plus values accumulated for actual attacks on enemy MPs/mps.  The new developmental value is similarly computed assuming the MP/mp is in its proposed new location.   The difference between these is used as a factor in the plausibility, encouraging developing moves and discouraging apositional moves.  Gains or losses in development resulting from blocking or unblocking the opponent’s or, your own MPs/mps are also considered in the development value.    Of course, putting your opponent’s MPs/mps ‘en prise’ is plausible.    Furthermore, factors are added to encourage certain types of attacks on weak spots (weak mps, pinned MPs/mps, MPs/mps defending other MPs/mps, etc).  When a capture is made, the capturing move receives the developmental value of the MP/mp captured.     Some very specialized heuristics also are employed, such as, ‘it is bad to move MPs/mps in front of center mps on their original cell, thereby tending to block your own center’.    Sometimes an apositional move will receive a high value because it is an attacking move.     If this leads to gain, all is well and good - but, if your opponent can simply move away then the move is a pointless waste of time.    So, moves are scored separately on their positionality and if this is bad these moves are rejected if there is some other move which leads to an equal terminal score.   

Phases of a game

A game of chess can be subdivided into three distinct phases, the &O, :MG and :EG.     Different principles of play apply in these phases.    The opening phase takes up the first dozen moves and will entail the development of your MPs and mps.  Tactics, strategy and combinations will come into play during the middle game phase and will continue until most of the MPs and mps are exchanged, leaving you with say, A-KI and a few A-mps and one or two :B MPs.     Promotion of mps, ++ST, zugzwang and so forth will comprise the endgame phase.     A cell on the board can be occupied in many ways: empty or occupied by any one of the :A or :B MPs or mps.   A move is specified by giving the original and final cell occupied by the choice of the board you have chosen for play.   

Evaluation function

The evaluation function f(P) is hard to define as many features of an actual position will be on the borderline.    The following is a selected sample of those which you will have to take into account…….  

01

Material advantage

02

Mp formation

03

Double and tripled mps (:do-mps, :tr-mps)

04

Control of central mps

05

Weakness of mps near the KI ie, advanced (:ad-mps) etc

06

Mps on opposite coloured cells from your BSs

07

Passed mps (:pa-mps)

08

Advanced KTs (:ad-KTs)

09

KT protected by mp

10

KTs protected from mp attack

11

RO on an open F$

12

RO on the R$07 (D-Array 8 x 8 board, :L01)

13

Doubled ROs (:do-ROs)

14

Protecting function of MPs and if committed

15

Mobility of MPs

16

Attacks on MPs ie, exchange options available

17

Attacks on cells adjacent to the KI

18

Pins, skewers ie, KT2 pinned by BS1 or BS2 pinned by RO2

All of the above factors come into play in the :MG but different principles apply during the :&O and :EG and the values given to each of the above statements becomes nebulous.   

Position evaluation

Every program contains an evaluation function, sometimes called a scoring function, to assess the merit of the positions that it encounters during its search for a move.    Many of the features employed in these evaluation functions are described in previous paragraphs.    Slater produced a paper that was the first to attempt to quantify the significance of mobility in chess.     He studied the relative mobilities of the MPs/mps in a number of GM games, and his data provided clear evidence as to the importance of employing mobility as a feature in position evaluation.   

Turbulence

Good’s work was rather more radical.     He provided logical arguments to show why particular features might be quantified in a certain manner.   He also introduced the notion of turbulence, which has never really been employed in programming, even though it is a significant factor in human chess thinking.     A human GM might well say to him/herself, ‘In a position as sharp as this it would be dangerous to leave my KI in the center’, whereas a computer program does not typically make its weightings of certain features dependent on the presence or absence of others.   Perhaps non-linear evaluation functions will become popular at some future date, in which case some of Good’s ideas will come to the fore.   

Value of the MPs/mps and cells

A satisfactory theory of the value of the positions should include a theory for the values of the MPs/mps as a special case.     So it is worth while to look for a theory that gives reasonable values to the MPs/mps.  Then we could try to generalize the theory.    The values of the traditional chess MPs/mps - RO, BS, KT, QU and PA have been found by experience to be approximately proportional to 1, 3, 3, 5 and 9.    A KI is worth about 4 in the endgame.    These values vary with the position and with the number of MPs/mps on the board.    For example, two KTs are worth less than a RO when the only other MPs/mps on the board are two KIs, in so far as two KTs and a KI cannot force ++CM against a lone KI.    But the values given are applicable rather widely.    For example, two KTs are about the equal of six PAs on R$02 even when the KIs are removed.    A theoretical attempt to evaluate the MPs/mps was made by H.M. Taylor in 1876.    The value of a MP/mp is taken as proportional to the average number of cells controlled, averaged over all cellular positions of the MP/mp on the board.    This argument leads to the relative values of KT, BS, RO and QU as 3, 5, 8 and 13 respectively.   

Coxter and Taylor go on to modify the argument by asking instead for the probability of ‘safety’ giving +CH, that is, without being en prise to the KI, if the MP/mp and KI are both placed on the board at random.      The MP/mp values seem to be valid when there are no KIs.    Consider, for example, a MP/mp called the ‘Galactic Emperor’, that controls all the cells on the board.      When the KIs are on, he is worth at least seven QUs, on an open board.     Therefore a theory that allows for the presence of the KIs is too difficult to start with, and that it is more sensible to try first to obtain a theory that arrives at the known values without reference to +CH.  

Control of cells

The number of cells dominated by the QU and the fact that the RO and BS have overlapping fields of influence needs to be taken into account.    For example, a RO on $D05 and a BS on $C06, on an open 8 x 8 board, dominate only 24 cells instead of 27, and so lose about one ninth of their value.     This gives a partial explanation of why the QU is worth more than a RO plus a BS.     A similar argument explains why two BSs are worth more than a BS and KT, or than two KTs.    It is usually better to control two cells than to control one cell twice, not allowing, of course, for the different values of cells.   

The initial position

The initial position (ISP) can be examined in its own right, as indeed can any given position.     But it would be too short-sighted to say that ROs, BSs and QUs have no value in the initial position (ISP), merely because they cannot move.     It would be more reasonable to make some guess concerning the probability that each MP/mp will occupy the various cells after any given number of moves, and then to use these probabilities as weights in a weighted average of the number of cells dominated.     To make the theory more accurate we attach a value to each cell, making the central cells more valuable than the others.    To do this we can use a similar principle to the one used for MPs/mps, that is, we can find the average number of cells from the cell when various MPs/mps are placed there.   

New MPs/mps

Theories of evaluation of MPs/mps can be tested by using new MPs/mps as in Chesmayne.   We are not inevitably tied to the small sample of distinct kinds of MP/mp that occur in traditional occidental or oriental chess.   An example of this test was given above in connection with the ‘Galactic Emperor’, although perhaps this MP is too extreme for most purposes.   Positions for which there is no move forceful or purposeful enough to be worth analyzing were independently described as ‘quiescent’ by Shannon and Good and ‘dead’ by Turing.    One objection to this term is that a ‘dead ++DR’ is a standard expression among chess players.     Also it is useful to be able to refer to ‘degrees of quiesence’, whereas ‘degrees of deadness’ sounds facetious.    A good name for the degree of quiesence is simply the ‘quiescence’ of the position, or inversely one might refer to the ‘turbulence’.     A quiescent position is one of low turbulence, a combinative position is one of high turbulence.     It is also possible to define turbulence with respect to goals other than material balance, such as control of the center (B$A).   

Endgame (:EG)

:EG literature contains erroneous evaluations by experts.     Some computer experiments have already revealed errors and omissions in the published theory of the endgame.    However, this imperfect knowledge has not prevented GMs from achieving ELO ratings of 2800+.    The conclusion seems inescapable: it does not take perfect play to be a GM.    Although the output of a chess machine looks like the output of a chess player, what do we know about their respective thinking and computing processes?     This is important because we want to explain, if possible, the differences in playing strength between an average chess player and a GM in terms of differences in concepts in which the former is lacking.    Such concepts might be embodied in ad hoc procedures.   

Barbara Hubermann

It is well known that computer programs play far less strongly in the endgame than they do during the earlier phases.     This is because the endgame requires a much deeper understanding and far more long range planning, and these are aspects of the game which have not yet been converted into computer programs.    Some of the earliest work on :L01 endings was written by Barbara Hubermann at Stanford University.     She did not discuss the endgame in general, but concentrated her efforts on the problem of extracting information from a chess book in such a way that it could be programmed.   In this sense, Hubermann was one of the early ‘knowledge engineers’ in the field of ‘Expert Systems’.     Her work was to program the endings: KI and RO versus KI, KI and two BSs versus KI; KI, BS and KT versus KI.     She did this using the concept of ‘better than’, so that her program could make simple comparisons between the merits of various positions.     Kenneth Church of M.I.T., has mentioned a particular class of PA endgames, called co-ordinate cell problems, and generalizes from blocked PA formations to less specific KI and PA endgames.  Church’s work has planning implicitly built-in, and it is a significant advance to have been made in endgame programming.   

Style of play

Computer programmes often blunder in the endgame, and at other times see combinations and manoeuvres so ingenious that they would probably not be thought of by human players as emenating from a computer programme.     Computers tend to be good where the average human player is weak and weak where the human player is good.     But how does a computer play chess?     Why do they play in a different style to human beings?    Actually, how a computer is programmed affects its particular style of play and its weak and strong points.    A machine obeys a programmed set of instructions which enable the computer to store and handle data, which they do in the form of binary information representing chess moves and positions.    Computers have the capacity to calculate deeply and accurately.   

Advantage of the computer

What is difficult for a computer is to make a really good, subtle, strategic move, because that involves long-range planning and a kind of indefinable sixth sense for what is right in a position.      This sixth sense, or instinct, is what really sorts out the wo/men from the boys/girls on the chess board.  Computers do have certain advantages over human players.     The best constructed programs will never commit simple blunders, such as leaving a MP/mp to be captured for nothing, or overlook a ++CM in one or two moves.    The computer will never fall victim to fatigue or inattention, and it will store and retrieve thousands of specific opening variations better than a human player.     Most other differences strongly favor sentient human beings.   

The differences are not so much in general processes of learning or thinking, but in weighting or, various specific criteria for move selection, that is, in evaluative functions.    It comes down to massive ‘tree-search’ versus focused or restrictive search.    In contrast a human player considers very few first moves, sometimes only one.     The difference between computers and humans in learning capacity is perhaps the hardest of all for computer programmers to take into account, notably the relatively strict depth limitations versus flexible depth analysis.     Perception operates in two main areas, generating plausible moves and statistically evaluating terminal positions.    Not only will a plausible move be generated more quickly by the mature player, but h/er long experience with many patterns on the board - 50,000 or more, translates into the advantage of being able to evaluate the resulting position more readily.    Programs do not of course think (they compute), or perform a set of instructions.    The principles on which they operate give them a different and distinctive style of play, with its own strengths and weaknesses.    A chess player plays the wo/man and not the board, which is opposite to what a computer does.   

Positional programs

In recent years the effort has mostly gone into positional programs and into the special programs of the endgame.    An algorithm is defined in the dictionary as a series of instructions or procedural steps designed to result in the solution of a specific problem, that is, the first stage of programming which precedes detailed programming and coding into a language that a computer understands.     A human player, deciding on h/er opening repertoire, needs to find &Os, &Ds and &OVs of those openings and defenses, which enable h/er to cope with the most common situations that h/er opponent is likely to force h/er into.     In Chesmayne this will call for a program to be able to offer on-line assistance to a human player, particularly on the higher levels of Chesmayne, that is, on the larger boards with many more combatants on each side and when new rules affect the conditions of play.   

Opening repertoire

A program has to be given some form of opening repertoire.    A computer which always plays the same opening and defense would become predictable.    A player needs practice in a wider range of openings and defenses.  In Chesmayne the sky is the limit.     It will also need a repertoire of some depth, both to avoid traps and to set it on the path to a decent middle game and endgame scenario.    A large opening repertoire needs a large amount of ROM.     However, sooner or later the program will run out of its book knowledge.     This can occur early in a game, if the opponent plays a move not in its ROM book.     The computer will also need to be given information on how to develop moves, castling (%), central control, which exchanges to make and how to handle MPs and mps and all the other new Chesmayne concepts.   

Positional evaluation is another problem a programmer has to contend with.     A method of choosing between possible positions has to be incorporated.    The simplest form of evaluation is a purely material one, that is, mp = 1, QU = 9, KI = 250 and so forth.     With this crude material evaluation, all one then does is instruct the program to calculate the material for both sides at the end of each variation searched and try to obtain the maximum material win or minimum material loss.     To make it a little more subtle, a ratio system can be added to distinguish between positions with the same material advantage.     This will enable the program to exchange when it is ahead and avoid exchanges when behind.    

Horizon

How far a computer sees ahead is also a very important feature.    What is its horizon.     The so called ‘horizon effect’ is a problem that is encountered by almost all computer programs when they try to analyze opening variations.  Computer programmes search to a fixed level or number of moves ahead (ply) and will not see captures or other threats beyond that particular depth.    This is responsible for the occasional inexplicable blunders that they often make.   

Claude Shannon back in 1948 predicted that this problem would arise and particularly so, on the higher levels of Chesmayne.     The method to fix the ply-depth search which he proposed was to continue with analysis so long as there were still +CHs and captures and to only count material when a quiescent position was reached.  Most of the powerful programs adopt this methodology of analyzing variations, but only to a limited extent.     If you analyze until four-ply in every possible position arising from the position you have, that is, 20 possible moves each time, this means 160,000 positions at four-ply.  What is sometimes done is to examine only non-quiescent positions.    If you define a quiescent position as one in which the player to move cannot make a capture, or give +CH, or promote a mp, then you will keep the analysis to manageable proportions for the programmer and the computer.   

Speed control

If further classes of threats are included, that is, threat to capture, threat to ++CM, threat of promotion on the next move, then the program would start to see forks, pins, skewers and other kinds of tactics further ahead.     For this a much faster processor will be required.     Computers, despite the limitations imposed by the horizon effect, will still calculate consistently better than most human players.    Their sharpness in short-range tactics makes them particularly formidable at blitz play, because the reduction in the time for thinking hurts human players more than it does computers.    Computer manufacturers introduce ‘speed level’ and positional heuristics according to the sophistication required at each level.    Time cut-offs lead to inefficient play by a computer program.     These factors are not in themselves enough.   

Something extra is needed to help the computer play sensible moves rather than choose at random between continuations that have the same material evaluation x-ply ahead.     It is necessary to bring in weightings for moves that control central cells, increase mobility, improve KI safety and further desirable goals such as the creation of passed mps.  Negative weightings are given to moves that leave the machine with doubled mps, backward mps or isolated mps, put MPs on a closed file or, KTs on the edge of the board.     Giving the right weightings to the various strategic and positional factors will be one of the hardest things to do in Chesmayne, as most chess players know to their cost.    Computers are better tacticians than they are positional players.   The trouble is to express the factors in terms of rules without making them so rigid that the computer never recognizes exceptions.     The hallmark of a mature player is that s/he knows when a weak cell is significant and when it is irrelevant to the position.   

Endgame (:EG)

It is a cliche that computers play endgames appallingly badly.   Another problem in programming the endgame is what to do with the KI, who is tucked away for safety in the middle game, but in the endgame is needed as a fighting MP, which generally means centralizing him.    The problem of dealing with passed mps is even more difficult.   It is hard to teach a beginner how to calculate several moves ahead whether a mp can be captured with the KI or not.    To attempt to analyze every possible move in a position under consideration is not the human way.    Experienced human players restrict their analysis to just a few moves which they immediately recognize by experience to be the most promising choices and may also quickly check out a few other tactical possibilities to ensure against oversights.     A lot of moves will be rejected subconsciously or instinctively by a human player.    Thus a large number of retreats and moves that retract the previous move tend to be discarded within a few seconds.     This is a particular failing that a computer sometimes manifests.   

Programming ingredients

The rest of the time the human player selects a small number of candidate moves, probably no more than three and begins by analyzing the one that s/he wants to play.     In this way the width of the search is cut down drastically from the start and the human player can concentrate on achieving sufficient depth in h/er analysis and positional evaluation.   This is called ‘selective search’ as opposed to the ‘full-width-search’ which considers every legal move.   

01

A full-width search

02

A selective search

03

A shallow full width search followed by a ‘deeper selective search’

Sometimes obviously bad moves turn out to be good moves and good moves turn out to be bad moves.     A way of reducing the number of nodes in the search of the analytical tree now exists.     The alpha-beta pruning method works on the principle that once you find a move for your opponent that is a refutation of the move you are considering, then you do not bother analyzing that line further.    The key to this method is to select the move that is most likely to be the best and to have all main candidates listed in descending order of plausibility before commencing the alpha-beta tree search.     Another useful trick is known as the ‘killer heuristic’ which works well in situations where there is a strong move or manoeuvre which can obtain advantage against several of your opponents moves.    The refutation heuristic is also used by programs in solving ++CM problems.    There are many ingredients in the programmers cake, and some of these are trade secrets.   

Playing against a computer

Do not make the mistake of treating the opening as an isolated thing.     Play all your games to a finish or at least until it is clear which side is winning beyond all doubt.     The most valuable side to practicing your openings against a computer is that it helps to give you experience with them, so that you will have a feel for the right move by the time you get a tough game in that particular opening against a human opponent.     It is not very likely that your computer will play against you a strong move that has not already been found by human players of mature strength.    The total number of moves are decided in the endgame and middle game.     Computers are real idiots in the endgame.    Most of the problems that computers have in the endgame are connected with passed mps.     It is partly that the value of the passed mp can suddenly shoot up from one to 9+ and partially that occasionally under-promotion is needed.  In general MP/mp values can fluctuate in strange ways in passed mp endgames.    There are also problems to do with the KI, especially getting him to the right place to shepherd home a mp, and in the endgame to use them actively while still not losing themselves to capture.   

New boards

The endgame is the hardest phase of the game for most human players.     It is a fact that a computer is less likely to beat you in the endgame than it is in the middle game.     The endgame is loosely applied to any position with say, QU and a few other MPs and/or mps.     The novice player starts by playing on a 7 x 7 (see Tori-Shogi) or, 8 x 8 Chesmayne board (traditional chess, :L01) and then will move to the introduction of the Vanguards (:L02) etc.    After this a ‘QU-sized-board’ array will take you to a 10 x 10 board.  The 12 x 12 board is referred to as the KI-sized-board.   Thus the complexity will increase by the introduction of new boards and additional MPs/mps with original moving capabilities.   

A good programme

The quality of play from a computer is not, however, uneven in the way that a human player is uneven.    A computer plays consistently because it is following the same program each time but its algorithms and heuristics will be more appropriate to some positions and types of game it finds itself in, than in others.    A computer has to be programmed with rigid and unambiguous instructions to play a game where it needs to be highly flexible.  Human players know all kinds of techniques which are comparable to the algorithms that tell the computer how to do specific things, and rules of thumb or, heuristics to call on when these are inappropriate.     Sometimes they conflict because they are too general and the player has to decide which fits the present case.    On the one hand BSs are superior to KTs in the open positions with mps on both sides and on the other QU and KT cooperate much better than QU and BS.   A good programme can give the appearance of creativity.    The best software writers are those who can make a program small and make it clever.    The degree of difficulty is much the same as that which faces a composer who wishes to adapt a violin sonata for full orchestration.    Because they examine all legal moves from the millions available they are in with a chance of finding a good move that human players might overlook.    Until programmers get a lot better than they are now, such cases will usually be tactical combinations rather than strokes of positional genius.   

  

New programs

A lot will depend on how good a player you really, actually are, and particularly so in Chesmayne.    Your chances of beating the new programs that will become available will depend on your ability to concentrate on playing a sound positional game and watching out for tactical tricks.    The program will make the running and probably create weaknesses that you will exploit, or else it will manoeuvre and wait for your attack.     If tactical situations develop then the computer will stand a better chance.    If you become one of the new breed of mature players you may be able to find a critical variation in which you can see further than the machine.     What you will need is a line which, looking two or three or more moves deep, which the program will go in for - turns out well for you later.   

This is where your full thinking powers and creative abilities will come into play.  It will become possible shortly to train yourself in new combinational continuations which are good on their own merits.     I have given some examples in the diagrams (see :L01) and a look at these should give you a basic understanding of what will be possible in the near future.    Training for positional sense will not be easy with a computer so programs will have to be produced that will cater for this growing market that is bound to appear.     A new rating system will be called for to evaluate the strength of the players who will play at the ever increasing levels of Chesmayne that will appear and will reflect a true creative and thinking ability, as opposed to a learn by rote approach that is common in traditional occidental chess.   

COMPUTER

01 Various models of chess computer are made by Novag, Saitek and Mephisto.    The 5 biggest computers in the world at the present time are……. 

01A Japanese Atomic Research Agency.  Used for studying earthquakes which operates at 103 Gflops (one Gigaflop equals one billion floating point operations per second). 

01B Oak Ridge National Laboratory USA.  Used to map the humane genome. 

01C Sandia National Laboratories in New Mexico.  Used for modeling nuclear explosions. 

140 Gflops.  Presently being upgraded to 9,072 Pentium chips. 

01D Fujitsu, NAL Japan.  Used for aerodynamics. 

01E Hitachi.  220 Gflops.  Theoretical Astrophysics Group, University of Tokyo.  Used to model the birth of the universe.  Teraflop computers are on the drawing board (a trillion calculations per second). 

02 Arthur Burks, Herman Goldstine and John von Neumann published the ground-breaking paper 'Preliminary Discussion of the Logical Design of an Electronic Computing Instrument'. 

03 Tony Sales rebuilt Colossus (1995/6), the world’s first electronic computer.    It was originally used at Bletchley Park in Buckinghamshire (home of England’s code-breakers during the 2nd World War).    It was used to break the German Enigma and Lorenz machine-generated codes.   Colossus was built at Dollis Hill in northwest London by GPO engineers.    It was a parallel architecture computer that could process five different instructions at the same time.    The Enigma machines initially had 3 and later 4 code wheels.   The Lorenz had 12 and was used for code traffic between Hitler and his top generals ie, Rommel etc.     In the beginning it took six weeks to decode one message sent by a Lorenz machine.     The Mark II Colossus done the same job in two hours.     The Mark-I had 1,500 valves - the Mark-II, 2,500 valves.  Without these machines the D-Day landings could not have occurred for two more years.    The Americans claim that there Eniac was the first computer in the world.  Bletchley Park (Milton Keynes) may be visited every other weekend between 10 am and 5pm.    Telephone for details: 01908-640404.    One of the keys to computer hostile strategy is to avoid open positions which lead to sharp tactics at which computer programs excel.    The first computer to play a ++CM in 2 was programmed in 1949 on a Ferranti digital machine.    The first computer to play a decent game of chess was written by Alex Bernstein in 1959.    In 1967 a computer played in the Massachusetts Amateur Championship for the first time.    The first all computer program chess tournament was held in New York in 1970.    The first world computer championship took place in Stockholm in 1974 and was won by the Soviet program, Kaissa.    Cray Blitz won the first state (USA) championship in 1981.    The first time a master was defeated by a computer occurred in 1983.    1983 was also the year in which a computer gained a master’s rating.   

Man versus Machine - My personal viewpoint

ace942@gate.net

There has been a lot of talk lately in the news about chess ever since last year when Gary Kasparov was challenged by the IBM chess programming team to a series of chess matches against their creation, Deep Blue.     Many people feel that the human brain is one of the most complex and a sign of the ultimate achievement by God.     To play a dumb machine and have it possibly beat the best current player in the world (and some would argue perhaps the best player of all time) would be the worst thing that could ever happen to us.  

I have been working with computers ever since my senior year in high school way back in 1980.    I have always seen computers as tools that people can use to make everyday life much easier to manage.    No longer do we have to use old fashioned typewriters to type out our letters or have to worry about making typing mistakes due to the fact that most modern word processors are getting more and more sophisticated with new features that making the creative process of writing easier.    We no longer have to worry about using too much white out which would distract the reader from whatever it is that we wish for them to review.    Computers removed the need for book ledgers as well since we can now use Excel or Lotus to accomplish the very same task.    If we need to send a letter to a loved one, we no longer have to wait for the postal service to deliver it.    Now with electronic mail, you can get a message to someone within a few minutes or in a worse case scenario, perhaps a few hours.  

With all the wonderful things that computers have given us, it really bothers me that we are now using computers for what I consider to be an evil thing.    To prove that machines are better than man.    Personally, I don’t like it at all.    Machines are supposed to be helping us, not challenging us.    I know that to Deep Blue, it is nothing more than a series of numbers to be crunched.    It doesn’t know what it is truly doing. It is a very sophisticated program that allows it to accomplish a task that for a long time no one thought would ever be possible.    Sure, computers can beat lower ranked players.    Mine beats me all the time with no problem (although I am learning more and more as I play it and thus it gets harder for it to beat me as I play with it more and more.    I even beat it once at its highest setting but it took me about one hour of playing time to it’s 5 minutes).    But beating our very best?    That I could never tolerate.   

Even worse in my opinion is some of the attitudes of some of the IBM programmers involved in the Deep Blue project.   They are talking about how computers will be used to solve problems that man himself can not solve.    They must be both arrogant and out of their minds.    Like the 4th Doctor Who (my favorite) said,

“The problems with computers of course is that they are nothing more than very sophisticated idiots”. 

Computers are nothing more than very efficient processors of information.    They take information into themselves through various means and process that information according to a certain algorithm that we call a computer program.    Since computers can not think for themselves yet (and I hope they never do or else the stuff that happened in the Terminator movies might come true), they are not capable of solving any problem that we ourselves can not.    They need to be programmed in order to accomplish any task given to them.    If we can program in a solution into the machine, then there is no problem that can not be solved by a human being given enough time, is there?    This is why I can’t stand the IBM team.    They need to be reminded that computers are nothing more than high speed calculators.  

Well, you have now by personal thoughts on the matter.     I hope that everyone is enjoying the matches between Kasparov and DB (Deep Blue) so far.    I know I have enjoyed them and all the wonderful comments from everyone starting from the GM’s and all the way down to players at my level.     It is a learning experience to see how players of all different chess abilities view the same board in different ways.    I hope that Kasparov can prevail against Deep Blue just like he did last year.    I felt that the machine had an unfair advantage over Kasparov last year since the machine was able to study games that Kasparov had previously played in but Kasparov was not permitted to study games played by Deep Blue because IBM was worried that Kasparov would be able to find a weakness in the machine.   

If I had been in the very same situation as Gary was, I would have insisted on being allowed to view previous practice games played by Deep Blue and strongly demanded to view such games or I would have refused to play it at all.    By the way, this is not a admission of defeat to machines.    Today, chess masters use database programs like Chessbase to study their opponents and get an idea from the games that they have played to get an understanding of  their style of play.    Emmanual Lasker, one of the great chess players of all time used to make inferior moves on the chess board because he knew that particular opponent had problems with particular situations that would arise in chess.    He was using a technique in chess called “playing the man, and not the board”.  

It really helps Chess Masters in their preparation for their upcoming matches to be able to view games that have been played by their opponents.    Given the paranoid attitude of the IBM team, they must really be worried that they have still not found all the bugs in the software for Deep Blue.     It would be a real embarrassment to the IBM chess team since supposedly they have taken Deep Blue to chess school for a year and a half to try to remove all of the bugs from the earlier version that Kasparov beat 4-2 last year.    They even had a Grandmaster (Joel Benjamin) working with the programmers this time to see how Deep Blue evaluates positions and tried to strengthen it’s style of play.    Certainly, I give them credit for improving the program and we might all very well benefit from that type of computing power sometime in the near future but until DB beats either Kasparov or whoever might be the next human champion, humans at the highest level of chess will always be superior.   

Your thoughts and comments would be most appreciated.  Email your comments to me at the following Internet email address……. 

                                      ace942@gate.net

 

Winboard - Xboard

Sources: http://www.tim-mann.org/chess.html

The history of Winboard

All goes back to 1991 when Dan Sears and Chris Sears start programming this piece of software.    Later (from 1992 till now) Tim Mann made some enhancements. Since then Tim Mann has taken the “development in his hands”!    He is really a great programmer , with interesting ideas and of course with handy implementations.  

Xboard’s alternative piece bitmaps (bitmaps.xchess) are derived from the bitmaps in the XChess program, which was written and is copyrighted by Wayne Christopher.  

What is this software? 

XBoard is a graphical chessboard for X systems while Winboard is a graphical chessboard for Windows systems.   With Winboard you can do any of the following…..

Where can I get a copy of Winboard/Xboard

The best place to get the latest versions of XBoard and WinBoard is Tim Mann’s web site.   So go directly to: http://www.tim-mann.org/chess.html.   Another place that you can find XBoard and WinBoard or other free chess software is by anonymous FTP from ftp://ftp.gnu.org/pub/gnu/ and its many mirror sites.  

Play against a chess engine

Choose your favorite chess engine (which is Winboard compatible of course) and start playing chess!  

Match two engines

Starts a game between two chess engines.   You can also set the number of games and the time controls, so that to create a complete tourney!   Another useful feature is that you can set a default PGN file where all games of your tourney are saved automatically!  

Winboard and the Internet

You can easily connect with an Internet Chess Server to play chess against its other users, observe games they are playing, or review games that have recently finished.   When you run WinBoard in ICS mode, it starts up a console window in which you can type commands and receive text responses from the chess server.   I find it really very handy tool when choosing this mode!   

View or edit mode.

If you start up Winboard in the view mode, you can easily load a PGN file and view its games using Winboard as an interface.    If no game file is loaded (this means that you are in edit mode) you can simply create a game file by just playing moves on the Winboard interface.   After finishing entering moves you can alter the tags data and finally save the game in a PGN (Portable Game Notation ) file.   Yes life is so easy!