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Subject: Re: A new kind of "swindle mode" for Crafty

Author: Fernando Villegas

Date: 11:40:05 09/29/00

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Hi Bob
Well, let me give you a more detailed an idea of what I try to mean.
Suppose the program is already in a losing track. From then on what I say is
that he should try to put the opponent in the more tricky scenaries, not jus
looking for the best thoeretical move to do. How to do it: maximizing the chance
of the opponent to blunder. Example. Supose Crafty plays and has two moves and
the adversary has three moves in answer for each of those two moves. This, of
course, is just an example.
Now, supose move A has the following answers: move x, score 5+; move y, score
5,5+ and move z, score 5,9+
Then you have move B with the following possible answers: move x1, with score
6,7+; move y2, with score 5,0+ and move z2, with score 1-

Now, in the usual way, Crafty would choose move A, as much even the best
opponent move there is just 5,9+, but with move B the opponent has the chance to
play x1, with score 6,7+.
What I say is that in this field of bad scores, that kind of reasonning has not
too much sense as anyway, with 5.0+ or with 6,7+, anyway the program is lost. So
the idea of a swindle comes, as in human games: you choose move B because there
there is a chance the opponent will mistake and play z2, with score 1-.

If this happens when there are many more moves and many more answers for each
move, the chance to commit a mistake grow.
I hope this is somewhat more clear and I hope, also, I have not discovered the
wheel. Worst: a wheel that does not run.
Cheers
Fernando



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