COKO III and the future of inter-snap judgment communication

E. W. Kozdrowicki, Dennis W. Cooper
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引用次数: 1

Abstract

A grandmaster usually spends a lifetime collecting knowledge or information about the game. Some of this knowledge is given to COKO in the form of a 12,000 line FORTRAN program. Using this knowledge COKO plays very poorly but at the super rate of approximately one move/sec. The use of a brute force selective tree searching procedure yields an order of magnitude improvement in performance at the standard rate of 3 min./move. Perhaps three orders of magnitude additional improvement is needed to defeat the world champion, a gap which must be bridged, if ever, by programming more chess knowledge into the machine. In addition “inter-snap judgment communication” is described as a natural, powerful procedure frequently used by humans to guide their selective search and as a point of emphasis for future development.
COKO III和snap间判断通信的未来
一个特级大师通常花费一生的时间来收集有关围棋的知识或信息。其中一些知识以12,000行FORTRAN程序的形式提供给COKO。利用这些知识,COKO的表现非常糟糕,但速度非常快,大约是每秒一次。以3分钟/移动的标准速度,使用蛮力选择树搜索过程会产生一个数量级的性能改进。也许需要三个数量级的额外改进才能击败世界冠军,这一差距必须通过向机器编程更多的国际象棋知识来弥补。此外,“snap间判断交流”被描述为一种自然的、强大的程序,人类经常使用它来指导他们的选择性搜索,并作为未来发展的重点。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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