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Subject: Re: Fine tuning the engine's strength

Author: KarinsDad

Date: 21:37:27 07/25/00

Go up one level in this thread


On July 25, 2000 at 18:21:34, John Coffey wrote:

>>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

I'm not saying that your method would not result in weaker play by the computer.
It will. I'm saying that your method will not emulate well weak human play. I
think your method would emulate it better than changing max ply (since you would
have a finer granularity), but I think that my method is an improvement over
yours like yours in an improvement over dropping max ply. I also think that
there is not much difference between your method and maximizing the time
(assuming you could get to millisecond or lower time frames).

KarinsDad :)



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