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That doesn't sound different from chess AIs to me. Chess AIs can't "go all the way to the end of the game" until very very late in the game (it's simply impossible with current, even projected future, computing power). They too "stop somewhere" to 'evaluate' the board position, and figure out how favorable it is for them:

    For most chess positions, computers cannot look ahead to all possible final
    positions. Instead, they must look ahead a few plies and compare the possible
    positions, known as leaves. The algorithm that evaluates leaves is termed the
    "evaluation function", and these algorithms are often vastly different
    between different chess programs.
https://en.wikipedia.org/wiki/Computer_chess#Leaf_evaluation

(It's worth noting that if computers could "go all the way to the end of the game", they could play perfectly, which they can't.)

While there are similarities to how professional players play (either game), there are important differences. In particular, professional human players usually look ahead relatively little, but have developed a very accurate intuition for evaluating the board position and for what "feels" like the right next move. This intuition is expected to still be more accurate than the evaluation functions of even the best computer players, which is why anti-computer tactics typically involve "playing conservatively for a long-term advantage": https://en.wikipedia.org/wiki/Anti-computer_tactics



Interesting. I think though the difference with chess is there's no simple known heuristic to evaluate a board position.

AlphaGo does it with a neural network, and as far as I can tell, it seems to be doing a better job at it than top professionals.

All the AIs before AlphaGo basically (as far as I can tell) had some hand-coded heuristic rules.


"the difference with chess is there's no simple known heuristic to evaluate a board position"

While it is indeed hand-coded in most chess engines (I'm sure there are some experimental ones, but that's not the path that leads to beating human grandmasters), these heurystics are everything but "simple".


That's correct, but with chess engines (the strong ones) the heuristics of evaluating a position is hard-coded.




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