Thursday 23 December 2010

The wrong kind of chess computer

Somewhere along the line we missed the point of building chess computers. We were meant to use the game's structure as a way to investigate human pattern recognition, reasoning and decision making. Instead, we powered ahead with brute force algorithms, beating human players and learning almost nothing in the process.

A real, intuitive chess program needs to group pieces together into conceptual formations, evaluate the board considering only about seven possible moves, and think a few moves ahead. Perhaps just placing those limits on chess programs - seven potential moves, maybe seven moves ahead - will start leading us in the right direction.

Mokalus of Borg

PS - Applied to current methods, those limits just make bad chess programs.
PPS - But maybe someday we'll start figuring it out.

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