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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