-Job- said:
I don't agree. In this case the input to the problem is the algorithm(s) that each player is using.
No it's not -- they were talking about
perfect play. It takes O(1) time to, given a board position, return one of the following:
(1) A move from which a perfect player can guarantee a win.
(2) A proof that a perfect opponent will win no matter what you do.
(3) A move that will guarantee at least a tie, and a proof that a perfect opponent can avoid losing.
The problem of determining which player wins, black or white, is solvable in a deterministic manner (assuming that no player is running a randomized algorithm) and its complexity is dependent on the size of the algorithms.
No it's not -- the size of an algorithm has little bearing on how long the algorithm will run.
Renge Ishyo said:
The "best" move is simply the one that when compared to other possible moves yields the highest stastical probability of leading to a sequence that will win the game.
A computer can't compute that (yet). They simply compute something they hope is a decent approximation.
The problem is that the computer "re-evaluates" the entire situation after every move.
No it doesn't. A decent chess program will remember all of the relevant analysis it did from the previous turns, and continue analysis from that point.
But I think you meant the idea of choosing a plan and sticking with it. You have to remember that advice is meant for weaker players (and this is essentially true for
any game, and even real life). A common problem is that the beginner might come up with a new idea in the middle of a game, and try it out even though it doesn't work in the current board position. By sticking to a plan, it makes it more likely that you will take advantage of the current situation.
But the expert has the experience to realize which ideas won't work from the current situation, and the expertise to fully exploit the current position when switching over to a new plan. For the expert, choosing a plan and sticking to it will degrade his game.
It cannot say to itself, "making this move puts me in a disadvantage in this way, but I want to get rid of both his knights early on anyways so that I can build my pawn line freely without worrying about them jumping it."
Why not? It's easy enough to implement a heuristic that rewards having a good pawn line when the opponent doesn't have any knights.
It wins on percentages, it loses to creativity.
Creativity is usually a bad thing.

In fact, computers are well-known for punishing "creative" play.
But if you meant to talk about strategic play, then yes, humans are currently better than computers in the strategic domain for chess.
That isn't necessarily because computers are incapable of strategic play -- it's just that computers were quickly seen to excel at tactics, and most of the research was spent improving tactical play, and discovering how to include more interesting factors into its evaluation methods.
A computer, for example, will happily discover and execute an 8-move combination that sacrifices a pawn for what it believes is a greater compensation in terms of board position.