When Don realized that there was very little expert knowledge available for Arimaa, he felt that he could not make much progress on his program and went back to developing his chess engine which now has gone on to become the highest rated in the world. However, Don’s program, called OCCAM, surprised me in how well it played when the search engine was much faster and included some game knowledge. This helped build my confidence that Arimaa would be a difficult game for computers if only a brute-force search was used. William of Ockham from a 1341 manuscript, accessed in January, 2013 at http. However, it was incredibly lousy at Arimaa due to the high branching factor. jpg (photo released to public domain by the. Using only look ahead and no game-specific knowledge, this engine was able to play at a strong level in most games one could dream of. In designing Arimaa, I had used the Zillions-of-Games general game-playing engine, which allows specifying the rules of the game in a Lisp like language, and then immediately being able to play the game against the Zillions engine. Within a couple months Don had a surprisingly strong program offering games in the Arimaa gameroom. The late Don Dailey (developer of the Komodo chess engine) was the first to create an Arimaa engine. Soon after the challenge was announced, several members of the game AI-research community attempted to tackle the challenge. Occams razor is a logical razor which states that one should never make more assumptions than the minimum necessary to explain something or, if you dont have explicit evidence to believe that something is true, then you should not. Occam was further test-bed for an Arimaa bot which played the first computer-computer challenge in 2004. I will implement PVS first so that I can do comparisions. I don't have any kind of aspiration search in it, just pure alpha/beta, no PVS, no MTD or anything. I have a primitive program called "Occam" playing on the chess server now. Reply by Don Dailey to Bruce Moreland, J: Struct ptag *his /* pointer to last 2 positions */Įv_type inc_score /* incremental component of score */īase_int ply_of_game /* even = white to move */īase_int pv /* best move from position */īase_int last_move /* move that got us here */īase_int null_count /* how many recursive null moves? */īase_int in_check /* is ctm king in check? */ Int32 mat_sig /* signature of material situation */ U64 hashkey /* position key for hash table */ Don gave following board representation and position structure :īase_int king_loc /* location of kings */
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