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| Tags: chess, future, getting, unstuck |
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#1
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"Rich Hutnik" wrote in message ... On May 8, 12:16 am, Ed Murphy wrote: wrote: On May 7, 9:32 am, David Richerby wrote: wrote: On Apr 18, 10:18=A0pm, John Bailey wrote: In [Deutsch's] paper, the convenience of thinking that all computing can be reduced to an equivalentTuringmachine is considered and rejected.http://xyz.lanl.gov/abs/math.HO/9911150"As a matter of fact, Richard Feynman, in his talk during the First Conference on the Physics of Computation held at MIT in 1981, observed that it appears to be impossible to simulate a general quantum evolution on a classical probabilistic computer in an efficient way. That is largely because the only thing Feynman knew about computers or computations was main frame computers. But since most of today's computations depend on massively parellel networks, not mainframes, his observation mostly concern 1950s Burroughs history, not computers. No. Combining two classical computers together makes a computer twice as big that can do (roughly) twice as much work in a given time. Connecting two quantum computers would make a computer twice as big that can do (roughly) the square of the amount of work in a given time. Networking classical computers together gives you at best linear growth; adding qubits to your quantum computer gives exponential growth. Networking classical computers gives you microcomputers, laserdisks, satellites,, HDTV, Holograms, fiber optics, robots, and a paycheck, rather than idiots like computer scientists, that's why they were invented. You guys are speaking rather orthogonally. In theory (his topic), quantum computers could do all this and more. In practice (yours), adding more qubits is (so far) Really Difficult; it will take a major technological breakthrough to build a quantum computer with enough qubits that a network of classical computers can't simulate it at full speed. The original topic had to do with the future of chess, and where it might head. This then spawned "Hereclitian-Calvinball" as a question of whether or not there is a finite or infinite number of potential chess variants. Maybe Quantum Computing can answer this question. But isn't the [gigantic] fly in the ointment the fact that parrallelism to increase brute-force solutions is still a very questionable paradigm? After all, the comprehension of two 1600 players does not equal that of a 2200 player. While there may be an increase in event horizon by quantitative analysis which may achieve some result, the 'fly' is that these are typically quantitative assessments based on materials won/lost, aso where is the qualitative one? [[ IE: unless a conclusive result is achieved by brute-forcing, [example; mate] then what does any program do when at ply 12 it sees the win of a pawn, but costing two tempii? Perhaps it will continue for another 12 plies and discover it recovers one tempo, keeps the pawn, but loses the initiative... ]] Therefore what is lacking in brute-force approaches is qualitative evaluation of /specific/ positions. The 'fly' turns out to be a man-made one - since evaluating a tempo or other positional factors such as initiative, are factors that the programmer assesses, not the chess-engine. Furthermore, these assessments must necessarily be abstracted ones, sui generis, since they are /initial/ data programmed in the chess engine, created from mean data, as averaged ennumerated evaluations. As we know, many 'averages' never occur, since data sets can be heavily polarised away from any instance of mean value - the averaged condition that is pre-programmed may in fact, /never/ occur]. Attempts to correct qualitative analysis lie in provision of yet more data evaluation sets, such as for middle-games, or sub-sets where 2 bishops have an open/closed position, etc. But the program itself does not generate the data set! Thereby, no contextual evaluation of the worth of material/positional factors takes place by the act of the chess engine's own calculus - and this is the stalled point in chess computing emulations, [emulation* since the program is merely acting on received data and not conducting its own evaluation] and has been so for 10 years. It is so stalled, that AI researchers gave it up as anything much useful to them. To remove chess computing from emulation, the program needs to not only play its own moves, but successively generate its own evaluation criteria. Phil Innes *Whether qualitative, or quantitative such as using opening books. - Rich |
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#2
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On May 12, 10:02 am, "Chess One" wrote:
But isn't the [gigantic] fly in the ointment the fact that parrallelism to increase brute-force solutions is still a very questionable paradigm? After all, the comprehension of two 1600 players does not equal that of a 2200 player. While there may be an increase in event horizon by quantitative analysis which may achieve some result, the 'fly' is that these are typically quantitative assessments based on materials won/lost, aso where is the qualitative one? I mentioned what I did in hopes that maybe it can get connected to the original issue. Brute Force only gets you so far. Brute Force isn't judgment, it is evaluating everything. Maybe somebody will come up with something else. I believe Brute Force would fail in a Hericlitian/Calvinball environment against a player trained to be adaptive at strategy. I know a former coworker who ended up trashing Zillions at a bunch of games (maybe the person was blowing smoke here). - Rich |
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