Author: Robert Hyatt
Date: 18:48:40 11/26/00
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On November 26, 2000 at 16:12:24, Peter Skinner wrote: >>My point is, who cares? Computers don't attack worth a flip. Humans do. If >>you write a crappy king safety evaluator, and play against computers, you might >>not even notice. Computers don't make the same sorts of tactical mistakes >>that humans do. Crafty will lose many games because it is simply "slow". It >>would be fairly easy to make it 2x faster. But that would make it 10x harder >>to modify in the future. I choose to stay "slow" for that very reason. And I >>_know_ I am slow... And it doesn't take tactical losses against computers to >>let me know... > >Would there be a problem in creating a faster Crafty if not just for ICS use? ICS isn't the issue. Trying to design and write the code so that it is easy to change things is the real problem... > >>I am interested in the evaluation issues, not the search/speed issue at >>present, as hardware will slowly erase search problems... Crafty is playing >>almost nothing _but_ computers at present, which is what I was afraid would >>eventually happen. > >Well isn't that what Crafty and Scrappy are for? To see the rating difference >between a computer than plays everything, and one that only plays humans? Scrappy is temporary. Our beowulf cluster has been unused for a while (this will change soon) so that I could use one of the quads to play chess on ICC (as scrappy). This won't be the case much longer, and I will be back to only having crafty online most of the time...
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