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Subject: Re: Fine tuning the engine's strength

Author: KarinsDad

Date: 11:23:19 07/24/00

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On July 24, 2000 at 13:30:06, Jari Huikari wrote:

>On July 24, 2000 at 13:01:36, John Coffey wrote:
>
>>Only slightly related to the GUI is having a range of abilities from beginner
>>up to the top level that can be fine tuned.
>
>>I tried it on Chessmaster 6000, all the levels 1600 and below were dropping
>>pieces, and the next level up was smashing me at speed chess (my quick rating
>>is 1978.)
>
>I have thought about how this could be done. One idea that came into my
>mind was simply to put some delay routine into search to make it slower
>and thus playing weaker.
>
>					Jari


I do not think those types of solutions work, i.e. less time, fewer nodes, lower
depth, etc. The program will still play relatively strong until some other
algorithm takes over (i.e. the below 1600 drop piece problem that John noted).

What you need is a chess engine that generates multiple ply 1 PVs. Then, it
could randomly pick a different PV each move.

So, for example, if it had 5 PVs that it could choose from, at 2600 setting it
would always pick PV 1 each time. At 2400 setting, it would occasionally pick
the PV 2 move. At 2200, it would pick PV 1 45%, PV 2 45%, PV 3 10%. At 1600, it
might pick PV 1 20%, PV 2 20%, PV 3 20%, PV 4 20%, PV 5 20%.

Then, the computer would not be dropping pieces, even at a 1000 setting (even
though 1000 players often do drop a piece). But, it would rarely be playing the
best move in those positions at the lower settings.

Of course, you would have to add in some logic that the scores of the PVs could
not be that drastically different. For example, NxB would normally result in PxN
as PV 1. If PV 2 did not have a similar PV score to PV 1 (i.e. there were no
waiting moves that do not lose the bishop), then the program would still make
the PV 1 move, regardless of setting.

KarinsDad :)




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