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Subject: Re: Famous games in the Computer Age ;)

Author: KarinsDad

Date: 14:36:05 06/11/99

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On June 11, 1999 at 17:23:34, Dann Corbit wrote:

>On June 11, 1999 at 17:08:33, KarinsDad wrote:
>[snip]
>>Yes, but how do you get the human to walk towards these obscure positions?
>They may be obscure, but they are not all that rare.  I would simply do a
>database search for nearby positions which have a huge+ change in eval going
>from 10 to 13 plies.  There are quite a lot of them.  When I find one nearby, I
>might try to aim towards it.
>
>>Seems it would be less effort and more results to just play the best move found
>>at all times. Or, to realize that you are playing a human and change the
>>evaluation to increase the sacrifice value (for the computer's side).
>Don't know till we try.  It might not be all that difficult.  I can prescan the
>database and give these special positions a "human-fooler" tag of some kind.
>Then when I inquire of my dataset, I can look at the moves I have requested in
>my inquiry.  If I have a move that is nearly as good as the "best" one but has a
>human-fooler bonus, I could alter my play depending upon whether I am playing a
>human or a computer.

A possibility to be sure. But, if there are a lot of these positions, I would
not want my program to be searching a database instead of the current tree.
Sounds time consuming (of course, we will not know unless we try).

I think it might be easier to have the search engine do this for you. If it
finds a sacrifice, it could search it a little deeper to see if it is a
promising sacrifice. If so, it could decide that the difference between the PV
and the sacrifice is below it's "playing a human" sacrifice threshold and it
could make the decision to make the sacrifice.

KarinsDad :)



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