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Subject: Re: Fine tuning the engine's strength

Author: KarinsDad

Date: 22:26:15 07/24/00

Go up one level in this thread


On July 24, 2000 at 20:26:27, John Coffey wrote:

>On July 24, 2000 at 14:45:01, KarinsDad wrote:
>
>>On July 24, 2000 at 14:23:19, KarinsDad wrote:
>>
>>>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 :)
>>
>>I forgot to mention that lowering the depth in conjunction with this type of
>>solution would be optimal. It doesn't make sense to pick a PV 5 move that avoids
>>a capture 14 ply down that is also avoided by PV 1 through 4. If the setting is
>>1200 rating, then the program should not generally be seeing more than 4 to 6
>>ply down before deciding on it's PVs.
>>
>>KarinsDad :)
>
>
>The idea has occured to me before.  Write a program that would decide randomly
>between between the best N # of moves where N is based upon the level of
>difficulty.  I saw the same problem that you saw which was that sometimes
>the best move is forced.  So then you have to decide how much of an error you
>will allow.  If you will allow a 3 point error at 1300 but only a 2 point
>error at 1400 then you have the problem that 1300 will drop knights and 1400
>won't.  Maybe that isn't a problem.  But maybe there would be too much
>difference between 1300 and 1400.
>
>John Coffey

I think the issue is one of having a program attempt to decide the average
"power" of a move based on the setting desired. Once that is decided (does that
mean only searching 8 ply, does that mean randomly picking between the perceived
best three moves, etc.), the program can still play reasonably well, but it can
also blunder if a piece hangs in 6 ply, etc.

The problem comes in when the program makes a move that is SO stupid that not
even a low rated player would make that move (in standard time controls, in
blitz, almost everyone but extremely good players blunder). When this happens,
the program is considered a dumb machine.

I do not think there is a way to program around this since the programs are not
artificially intelligent. So, sooner or later, even the best algorithm to handle
different "ratings" will pull a really stupid move at the lower settings and I
do not think it can be avoided.

KarinsDad :)



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