Difference between revisions of "Paradise"

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Like human players, the program had a large number of stored "patterns", and analyzing a position involved matching these patterns to suggest [[Planning|plans]] for attack or defense. By communicating plans down the [[Search Tree|tree]], the analysis was verified and possibly corrected by a small [[Search|search]] of the game tree (tens of positions) inluding specialized causality facility and [[Quiescence Search|quiescence search]] <ref>[https://www.stmintz.com/ccc/index.php?id=348861 Comparison: Paradise and Symbolic] by [[Steven Edwards]], [[CCC]], February 13, 2004</ref>. There were production rules to produce plans, implementing such concepts as [[Checkmate|checkmate]], [[Double Attack|fork]], [[Skewer|skewer]], and [[Trapped Pieces|trapping]] the piece, etc..  
 
Like human players, the program had a large number of stored "patterns", and analyzing a position involved matching these patterns to suggest [[Planning|plans]] for attack or defense. By communicating plans down the [[Search Tree|tree]], the analysis was verified and possibly corrected by a small [[Search|search]] of the game tree (tens of positions) inluding specialized causality facility and [[Quiescence Search|quiescence search]] <ref>[https://www.stmintz.com/ccc/index.php?id=348861 Comparison: Paradise and Symbolic] by [[Steven Edwards]], [[CCC]], February 13, 2004</ref>. There were production rules to produce plans, implementing such concepts as [[Checkmate|checkmate]], [[Double Attack|fork]], [[Skewer|skewer]], and [[Trapped Pieces|trapping]] the piece, etc..  
  
A plan generator produced tactical plans in a Plan Language. The program is capable of finding very deep [[Combination|combinations]] because no limit is placed on its [[Depth|search depth]]. It searches for moves as long as a plan is continuing to work <ref> [[Tristan Caulfield]] ('''2004'''). ''Acquiring and Using Knowledge in Computer Chess''. B.Sc. Computer Science, [https://en.wikipedia.org/wiki/University_of_Bath University of Bath], [http://opus.bath.ac.uk/16854/1/CSBU pdf], 4.2.2 PARADISE, pp. 12</ref>.
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A plan generator produced tactical plans in a Plan Language. The program is capable of finding very deep [[Combination|combinations because]] no limit is placed on its [[Depth|search depth]]. It searches for moves as long as a plan is continuing to work <ref> [[Tristan Caulfield]] ('''2004'''). ''Acquiring and Using Knowledge in Computer Chess''. B.Sc. Computer Science, [https://en.wikipedia.org/wiki/University_of_Bath University of Bath], [http://opus.bath.ac.uk/16854/1/CSBU pdf], 4.2.2 PARADISE, pp. 12</ref>.
  
 
=Win at Chess=
 
=Win at Chess=
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* [[Eric B. Baum]] ('''2004'''). ''[http://www.whatisthought.com/ What is Thought?]''  Bradford Book, Paradise mentioned at pp. 193
 
* [[Eric B. Baum]] ('''2004'''). ''[http://www.whatisthought.com/ What is Thought?]''  Bradford Book, Paradise mentioned at pp. 193
 
* [[Tristan Caulfield]] ('''2004'''). ''Acquiring and Using Knowledge in Computer Chess''. B.Sc. Computer Science, [https://en.wikipedia.org/wiki/University_of_Bath University of Bath], [http://opus.bath.ac.uk/16854/1/CSBU pdf], 4.2.2 PARADISE, pp. 12
 
* [[Tristan Caulfield]] ('''2004'''). ''Acquiring and Using Knowledge in Computer Chess''. B.Sc. Computer Science, [https://en.wikipedia.org/wiki/University_of_Bath University of Bath], [http://opus.bath.ac.uk/16854/1/CSBU pdf], 4.2.2 PARADISE, pp. 12
* [[Diego Rasskin-Gutman]] ('''2009'''). ''[http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=11847 Chess Metaphors - Artificial Intelligence and the Human Mind]''. ISBN-13: 978-0-262-18267-6, translated by [http://mitpress.mit.edu/catalog/author/default.asp?aid=36831 Deborah Klosky], [https://en.wikipedia.org/wiki/MIT_Press MIT Press], 5 Chess Metaphors: Searches and Heuristics, pp. 125, Paradise pp. 136
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* [[Diego Rasskin-Gutman]] ('''2009'''). ''[https://mitpress.mit.edu/books/chess-metaphors Chess Metaphors - Artificial Intelligence and the Human Mind]''. translated by Deborah Klosky, [https://en.wikipedia.org/wiki/MIT_Press MIT Press], 5 Chess Metaphors: Searches and Heuristics, pp. 125, Paradise pp. 136
  
 
=Forum Posts=
 
=Forum Posts=

Revision as of 14:00, 21 June 2018

Home * Engines * Paradise

Paradise, (Pattern recognition applied to directing search)
a knowledge based chess program written at Stanford University in the late 70s by David Wilkins. Paradise was written in MacLisp, a dialect of the Lisp programming language developed at MIT within Project MAC. Paradise' goal was to find the best move in tactically sharp middlegame positions from the game of chess masters.

Pattern and Plans

Like human players, the program had a large number of stored "patterns", and analyzing a position involved matching these patterns to suggest plans for attack or defense. By communicating plans down the tree, the analysis was verified and possibly corrected by a small search of the game tree (tens of positions) inluding specialized causality facility and quiescence search [2]. There were production rules to produce plans, implementing such concepts as checkmate, fork, skewer, and trapping the piece, etc..

A plan generator produced tactical plans in a Plan Language. The program is capable of finding very deep combinations because no limit is placed on its search depth. It searches for moves as long as a plan is continuing to work [3].

Win at Chess

While Paradise was able to solve most of 92 positions picked from the first 100 from Win at Chess, with averaged three minutes thirty-three seconds for each solved position on a PDP-10 [4], it was not able to play a complete reasonable game of chess due not further implemented knowledge employable in strategic, none-tactical positions, especially during the endgame. Controlling the search by recognizers, i.e. the amount to extend or to reduce if a move is accordant to a plan or not is still hot topic.

See also

Publications

[5]

Forum Posts

External Links

Poogie Bell, Bobby Sparks, Keith Anderson, Patches Stewart, Grégoire Maret

References

  1. Paradise by Jan Brueghel the Younger (c. 1620). Oil on oak. Gemäldegalerie, Berlin, Paradise from Wikipedia
  2. Comparison: Paradise and Symbolic by Steven Edwards, CCC, February 13, 2004
  3. Tristan Caulfield (2004). Acquiring and Using Knowledge in Computer Chess. B.Sc. Computer Science, University of Bath, pdf, 4.2.2 PARADISE, pp. 12
  4. Re: Paradise performance by Steven Edwards, CCC, August 22, 2003
  5. Papers on Chess by David E. Wilkins

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