Re:Chess: Who will win in this riveting game of Math.random(...
by halfcat on Sunday January 25, 2015 @09:31PM
(#8945273)
Chess engines make use of similar Markov-chain-like techniques, such as killer [1] and history [2] heuristics. They also use win-loss-draw outcomes from millions of grandmaster games in a similar way to build an opening database, to guide them through the opening, the phase which they are weakest at.
[1] https://chessprogramming.wikispaces.com/Killer+Heuristic
[2] https://chessprogramming.wikispaces.com/History+Heuristic
Re:Chess: Who will win in this riveting game of Math.random(...
by Xeoncross on Sunday January 25, 2015 @09:17PM
(#8945243)
I'm trying to figure out how you could store this without having massive dictionaries after a night of training games. I guess it's all just integers which helps.
Re:Chess: Who will win in this riveting game of Math.random(...
by acadien on Sunday January 25, 2015 @09:48PM
(#8945318)
You could probably just drop moves that are below a certain threshold after every k games.
Re:Chess: Who will win in this riveting game of Math.random(...
by randomnumber53 on Sunday January 25, 2015 @10:07PM
(#8945379)
How is this different from an opening tree?
Re:Chess: Who will win in this riveting game of Math.random(...
by Someone on Monday January 26, 2015 @02:41AM
(#8945925)
It would be agnostic of how far the game has progressed (if 1. …c5 is a good reply to 1. e4, it also would be considered a good reply to 75. e4)
It would also be used in end games.
You can start this of with empty dictionaries, and have the thing learn after each game (let two copies play for a few days to get let them teach each other how to play chess)
2-gram chess would improve on this by using (white move, black's reply) as the key in such a dictionary.
I think that would make for better chess than this. For some N, N-gram chess might even superficially look like the real thing at times.