A Proposed Heuristic for a Computer Chess Program copyright (c) 2013 John L. Jerz
[email protected] Fairfax, Virginia Independent Scholar MS Systems Engineering, Virginia Tech, 2000 MS Electrical Engineering, Virginia Tech, 1995 BS Electrical Engineering, Virginia Tech, 1988 December 31, 2013 Abstract How might we manage the attention of a computer chess program in order to play a stronger positional game of chess? A new heuristic is proposed, based in part on the Weick organizing model. We evaluate the 'health' of a game position from a Systems perspective, using a dynamic model of the interaction of the pieces. The identification and management of stressors and the construction of resilient positions allow effective postponements for less-promising game continuations due to the perceived presence of adaptive capacity and sustainable development. We calculate and maintain a database of potential mobility for each chess piece 3 moves into the future, for each position we evaluate. We determine the likely restrictions placed on the future mobility of the pieces based on the attack paths of the lower-valued enemy pieces. Knowledge is derived from Foucault's and Znosko-Borovsky's conceptions of dynamic power relations. We develop coherent strategic scenarios based on guidance obtained from the vital Vickers/Bossel/Max- Neef diagnostic indicators. Archer's pragmatic 'internal conversation' provides the mechanism for our artificially intelligent thought process. Initial but incomplete results are presented. keywords: complexity, chess, game