CHESS: The Essence of Strategy: Tactics toward Visions

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Search for the essences of Tactical and Strategic thought patterns in chess games:

  • 1. Short-term vs. Long-term: Tactical thinking addresses immediate or near-future moves, contrasting with the long-term perspective of moves inherent in strategic planning.
  • 2. Concrete vs. Abstract: Tactics involve concrete moves on the board, while strategy encompasses more abstract plans guiding the tactical flow of the game.
  • 3. Local vs. Global: Tactical thinking is local to specific squares on the board, whereas strategy takes into account the global interaction of different squares.
  • 4. Reactive vs. Proactive: Tactics react to the opponent’s moves in turns, while strategy involves proactively shaping the flow of moves according to preplanned strategies.
  • 5. Provability vs. Vision: Tactical thinking is related to more immediate attempts at winning on the board, while strategic thinking involves a longer-term vision for achieving success.

You can unite these thought patterns with the following:

  • The Essence of Strategy: Visualizing Moves and Tactically Advancing Towards Them:
  • In strategy, the key is to envision a change in the arrangement of pieces on the board and tactically work towards such.

In algorithmic form:

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AGI SPECULATION: Architectural additions for LLMs to nearing AGI

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Sketchy work-in-progress:

☆☆☆

LLMs, to become human-level problem-solvers, need the same architecture of mind which the humans have. Most of all, I think LLMs need imagination. Imagination is the inner sense of sight. With imagination, and some operating principles of imagination, LLMs could become, for some more areas, human-level problem-solvers and more. Deep Learning Networks are capable of producing, with words, all the required intellectual operations of a problem-solving imagination: future steps should include giving them the imagination required to solve more tasks.

This architecture I imagine, in its simplest formulation, as follows:

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CHESS: Optionful Nearness: Counting Possible Moves for Evaluation: Compression of Chess Principles

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  • On the road to checkmate, it can be said, that capturing your opponent’s pieces is good, and avoiding the captures of your own pieces is good. Capturing a piece removes all its moves from the board permanently.
  • Queening pawns is good, because a Queen gives you a lot more moves than a pawn gives.
  • Developing pieces is good, because it gives your pieces more moves, and gives them shorter turn numbers to captures.
  • Space advantage is a good, because you have more moves available than the opponent has.
  • An inactive piece is less valuable, and an active piece is more valuable.

It can be said, that the road to checkmate increases your own moves (development and queening) and reduces your opponent’s moves (restraining and captures), until the opponent has no moves to avoid your checkmating moves.

  • As checkmate ends the game, and as chess is a game of reducing your opponent’s moves until checkmate, it can be said that the checkmate’s value is: reducing all the mated player’s moves to 0.
  • Hence the goal in chess is to maximize the ratio of “own moves / (own moves + opponent’s moves)” to 1, and avoid the ratio 0. The game starts from a ratio of 0.5, plus minus the effects of calculation and actual play.
  • The best moves are those, whose futures nett the highest number of moves, the opponent’s losses netting plus.
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APPLIED PHYSICS: Bow equation for starting velocity

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root(bow / arrow) * (material +- sd) = velocity


bow = the draw weight of the bow in kg (or a measuring unit the same as the arrow).

arrow = the mass of the arrow in kg (or a measuring unit the same as the bow).

material = the material multiplier, shown below for Compound, Yew, Composite Buffalo Horn, Maple, Steel.

sd = the standard deviation of the material multiplier.

velocity = the starting velocity of the arrow, in meters per second. For feet per second, add “/ 0.3048” to the end of the first half of the equation, e.g. “root(bow / arrow) * (material +- sd) / 0.3048 = velocity in fps”.

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COMBINATORIAL CREATIVITY: “CONCEPT MULTIPLICATION” technique summarized (Suomeksikin: KäsiteKerronta +Tekniikka tiivistettynä):

“CONCEPT MULTIPLICATION” TECHNIQUE SUMMARIZED:

1) Divide any concept into “parts and/or actions”.

2) Do grid table from “parts and/or actions”.

3) Using the grid, unite “parts and/or actions” into every concept you can construct from those (verbalized) experiences.

EXPLANATIONS:

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