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Human-Like Chess Playing Program: Petro Gordiievych
Human-Like Chess Playing Program: Petro Gordiievych
Chess Playing
Program
Petro Gordiievych
What is the different between computer
and human way to play chess?
“While current computers search for millions of
positions a second, people hardly ever generate more
than a hundred. Nonetheless, the best human chess
players are still as good as the best computer programs.
Although this model operates excellently in computer
programs, it has very little realism where human thinking is
concerned. It is probabilistic and in most task environments
the generation of all possibilities even to the depth of one
„move” is unrealistic. In making an investment decision, for
example, one cannot normally generate all imaginable
ways to invest and heuristically select the best: there simply
exist too many ways to make the decision. This is why
heuristic search models are too coarse to be realistic
models of the mind. Much more sophisticated analysis is
required in order to explain human problem-solving
behaviour” (Saariluoma 1998).
Chunking
We consider term „chunking” as process
whereby chess pieces are combined into groups. A
„chunk” is simply a group of some of the chess pieces
that appear on a chessboard and the action of
„chunking” is the grouping together of chess pieces.
Chunking
Much of the evidence for chunking in chess is taken from
psychological experiments such as de Groot’s memory test on
expert and novice players. In this well-known experiment de
Groot tested three classes of chess player: Grandmaster plus
Master, Expert and Class „A” player, (a „Class A player” is a good
chess player, but below expert level), by showing them a
chessboard configuration from an unfamiliar game with twenty-
two pieces on average, for a few seconds (de Groot 1978). The
subjects were then asked to reconstruct the configurations, either
verbally or on another board. The experiment was repeated by
Chase and Simon but included a novice group. The results
showed Masters scoring 81% correct, Class „A” players 49% and
the novices 33%. But when the positions were randomised each
group only recalled only three or four pieces correctly. This
dramatic result implies that advanced chess players remember
pieces in structured positions, and that pieces are remembered
as groups or chunks rather than the individual pieces themselves.
DEFINING A CHUNK
• Chunks are learnt constellations
• Chunks are frequently occurring configurations
• Chunks contain elements that are related to each
other
• Pieces are related by proximity
• Pieces are related by attacking/defending
relationships
• Experts have larger chunk knowledge than the
novice
DEFINING A CHUNK
Chunks are absolutely positioned
In percent
Where
F – fork
DA – double attack
S – skewer
From provided results we can see that Whites
statistically won more often then Blacks (49.57% to 46.34%)
and just in 4.09% of cases there are draws. Percentage of
forks appearing doesn’t show significant information just tell
that Whites can make it more often (possible more simple)
then Blacks. Skewers as well as forks don’t show so much
correlation with won side. Most interested is Double Attack
combination, its appear in 50.433% Whites to 49.268% of
Blacks moves when Whites won. In the games where Blacks
won Blacks have higher percentage of Double attacks
compare with Whites. This can lead us to simple conclusion
– side which will have double attacks in most of the moves
has more chance to win, it has sense in case if we merge
this with chosen strategy.
For future research I am planning to split middle
game by number of pieces (I guess it has correlation with
percentage of chunks), add new combinations (split
skewers to absolute, relative and distinct with pin
combinations) and make tests to check efficient of
suggestions, which can make based on this analysis,
compare with Fritz chess engine.