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Subject: Re: Anti-Human play

Author: Gian-Carlo Pascutto

Date: 10:17:18 04/01/00

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On April 01, 2000 at 11:18:10, Georg v. Zimmermann wrote:

>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.

Very risky...you have no way of knowing how 'natural' the combination is.

And losing a rook is still better than getting mated...

>- 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?)

You're effectively trying to guide your opponent down an as narrow path
as possible. This is such a natural thing to do that the fact nobody's
doing it must mean its very difficult or expensive. But don't take my word
for that ;)

--
GCP



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