Author: John Coffey
Date: 15:21:34 07/25/00
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>Time limits, node limits, and even ply limits all have the same inherent type of >problem. They pick the best move found SO FAR, regardless of whether the search got interrupted or not. Your example seems to illistrate why node counting works better - because some quiescient searching will occur. Maybe 512 wouldn't look at 3 ply but that is one of the lower levels. maybe bump it up 7 levels to 65536 nodes and you are looking at 3 ply with some search extensions. (Assuming that your node count for each ply level is correct.) >And in order to gradiate the scale, you do not want to limit the search and HOPE >for a tactical or positional mistake that a given rated player can take advantage of in order to play at a similar rating as the computer is set at. >Instead, you want the program to play tactically, positionally, and strategically inferior to it's normal powerful strength. It is hard to see why not. At my 512 node example the program is going to be pretty stupid. At 1024 nodes it is going to be smarter but still stupid. At 2048 nodes it won't be as dumb etc. I can prove that this system works because I worked my way up the rating scale by first practicing against stand alone chess computers (4 mhz) at the low level until I could beat it. Having surmounted that task, I tried the next level up and repeated the process until I could finally beat the top level. In each case the program just had more time. At 2 minutes it made fewer mistakes than it did at 1 second. Every time I went up a level I was facing a just slightly tougher opponent. Granted it didn't drop pieces at 1 second per move but if I looked deep enough I could see something it didn't. On my PIII 450 I would have to start with at most .01 seconds per move to get the same effect. John Coffey
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