Xref: utzoo rec.games.chess:1245 comp.ai:2084 Path: utzoo!utgpu!attcan!uunet!yale!Martin-Charles From: Martin-Charles@cs.yale.edu (Charles Martin) Newsgroups: rec.games.chess,comp.ai Subject: Re: Will computers dominate chess? (was Re: Computers & Chess) Message-ID: <34884@yale-celray.yale.UUCP> Date: 3 Aug 88 18:17:44 GMT References: <167@kadsma.kadsm> <274@h-three.UUCP> <35187@aero.ARPA> Sender: root@yale.UUCP Reply-To: Martin-Charles@cs.yale.edu (Charles Martin) Followup-To: rec.games.chess Organization: Computer Science, Yale University, New Haven, CT 06520-2158 Lines: 25 In-reply-to: srt@aero.ARPA (Scott R. Turner) In article <35187@aero.ARPA>, srt@aero (Scott R. Turner) writes: Lenat's EURISKO program was innovative enough in Starfleet Battles that it was eventually barred from tournament play - after having invented a new winning strategy two years running. Surely you mean /Trillion Credit Squadron/. Also, my impression is that EURISKO was not solely responsible for the strategies; considerable editing was required by Lenat, adjustment of weights, etc. I believe he cited some figure such as 60/40 Lenat/EURISKO, which if nothing else at least reflects his own estimation of the limitations of this program applied to this task. TCS, while requiring large amounts of data for the various weapon and defensive systems, is an extremely simple game. It is the large amount of data which makes it difficult for humans to "grasp" the game. The TCS system was designed to be simple---as the previous three-dimensional game of maneuver was too complex for people to play with more than a couple of ships. Concepts at the level of "fork," basic to tic-tac-toe and chess, do not play a role in TCS. The EURISKO line of research was not pursued (as far as I am aware) into more complex games with less human intervention. Charles Martin // INTERNET: martin@cs.yale.edu // BITNET: martin@yalecs UUCP: {cmcl2,harvard,decvax}!yale!martin