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Subject: Anti-Human play

Author: Georg v. Zimmermann

Date: 08:18:10 04/01/00


It would be helpfull if the program I'm working on could detect whether a move
is hard to see for a human. Then the  program would not sack a rook because it
would else get mated in 5 in a complicated way. It could also set up traps for
humans. This would make it stronger and more fun to play against (wouldn't you
rather want to pull of a m5 than win with an extra rook?) But how do you do
that. Here are the ideas I had :

- Detect big score-changes on deeper plys = deep tactic a human might miss.

- Count how many decent moves there are in one position. If there are only few
which are non recaptures, this could be hard to see for a human. (Maybe
impossible cause of alpha-beta pruning?)

More ideas ? I'm sure some people have tried this.

Thanks for all input,

Georg





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