As I understand it chess engines mostly share the basic pattern of having a simple score for the board position and then searching forward with some sort of alpha-beta pruning or similar.
Presumably in the early days people tried to program in the thinking algorithms of a human, before finding that was very weak in a computer.
Now that we have vast computer power, are their any engines that try to do this? They will no doubt still be weak, but could be interesting nonetheless - not least in what it can teach us about how to improve our heuristics.
By "human thinking" I'm meaning things like
- Deliberately making and breaking pawn structures
- Having a plan
- Using heuristics ("knights on the rim...", "castle quickly")
To be clear, the question is about writing an engine to emulate human thinking not human play. It may (or may not) be possible to tweak alpha-beta engines to produce game play that looks human, but you could never interrogate the algorithm and ask it "why did you play that?".