|
|
I'd call that a "near victory" rather than a "moral victory" meself. If he didn't win, he didn't win.
I've probably got a little behind on the current state of chess research, but I seem to recall that the human-esque strategies were being treated as a bit of a sideshow, more of use to psychologists trying to understand humans than in actually beating humans at chess. (The latter, of course, is a far more useless activity generally.) The point was that increasing hardware speeds amplified the effects of improvements in the algorithms. As you say, it's not just a question of crunching numbers, there's a lot more to it than that, the permutations are far too numerous - but the human-esque strategies don't gain nearly so much from the speed increases which are happening all the time. In effect the brute force strategy is being aided by a much broader research base.
Brute force strategies are also easier to research and formalise since they're more easily expressable in standard algorithmic terms. With your mimicry strategies, there's all the problems with trying to work out how humans do it and then convert that.
I foresee that brute force algorithms will be able to trounce humans before too long - but it may be the case that, when they start playing each other using similar hardware, it will be beneficial to incorporate mimicry-type elements, at least to an extent. |
|
|