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Subject: Re: Chess Strategy (was Chess-programming ethics).

Author: Mark Taylor

Date: 04:26:02 06/10/98

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On June 10, 1998 at 05:58:53, Carlos Adan Bonilla wrote:

>...the computer may select a
>complicated line rather than an "easy-to-see-for-humans" line, even if
>that line is not so good.
>Also, in lost positions, the computer will select the lines in which
>there is an opponent move that is a mistake and could turn the game back
>to a drawing position (or winning).

I have had similar ideas & believe that statistically this sort of
strategy would gain better results (esp. against human & weaker computer
opponents).  The strategy does not mean playing weaker moves, when there
is a better move available. It means playing a move that gives the
opponent a choice of one good move out of ten bad moves, rather than
playing a move where the opponent has one bad move & ten good ones, even
though an alpha-beta search might return identical scores for the two
moves.

I have thought about how this kind information could be gathered in an
A/B search without slowing things up - it would mean searching the very
sub-trees that A/B currently ignores.  Maybe this could be gathered in a
search on the programs' turn when TOOT has predicted the opponents move
(& the programs' next move has already been computed).

Any ideas anyone?




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