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Subject: Re: Chess-programming ethics.

Author: Robert Hyatt

Date: 12:25:00 06/10/98

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On June 10, 1998 at 10:44:05, blass uri wrote:

>
>On June 10, 1998 at 06:39:35, Amir Ban wrote:
>
>>I don't know anything about suicide chess, but at some level it becomes
>>poor strategy to assume that your opponent will make mistakes.
>
>I think if the computer see that the opponent has an adventage of more
>than
>2 pawns it is better to assume the opponent will make mistakes
>otherwise the computer can do moves that do not give it a practical
>chance

I think this will get you killed.  IE what if your opponent is simply
out-searching you, and reaches a position where it loses material no
matter
how deeply it searches.  If you assume it will make mistakes, it will
hand
you your head in a paper sack.


>
>there are some assumption that can be done
>
>1)you can assume in this case that the opponent must do in the next move
>the move the computer would do if it had only 1 second per move.
>2)you can assume the human opponent will miss long moves.
>
>but I think it is not very important for top programs because
>in most of the cases these ideas will not help against strong opponents.
>

I think this is too dangerous.  And it will cause you to lose games
against
deeper-searchers, simply because of the luck factor that will
occasionally
get you into a winning position.  But when you incorrectly deduce that
this is not luck on your part, but, rather, is a lack of skill on your
opponent's part, look out...


>> It's ok
>>to try to create the sort of game where you are more comfortable than
>>your opponent, but in reality strong humans are very good at doing this,
>>while computers, despite all intentions of the programmers, usually
>>cooperate.
>>
>>When your opponent is in time pressure and you are not, you want to make
>>things complicated, but to play quickly yourself is an elementary error.
>
>I think for computers it is not a mistake to play more quickly than
>usual
>because computers are better than humans at blitz
>I think that if the opponent is in time trouble the computer should
>use more time than the opponent but less than the usual time
>(I think a geometric mean of the time the computer has for a move
>and the time the human has for a move is a good idea of the amount of
>time the computer should waste).
>
>another thing that should be done if the opponent is in time trouble
>is to increase the value of the computer's pieces in the evaluation
>function
>so the computer will be against trading pieces and against a draw by
>3 time repetition.
>I think increasing the value by 10% if the opponent has 1 minutes for
>all
>the game is good.
>the number of % of change in the value of pieces
>can be proportional to 1/x when x is the number of
>minutes the opponent has for all the game.
>
>Uri


nothing wrong with tuning your time allocation, or your evaluation (look
at DrawScore() in crafty, if not playing a computer, I dynamically
adjust
the "contempt factor" on the fly to reflect the stage of the game, how
the
clocks compare, and so forth...  I hate to draw humans, and am willing
to
accept some positional weaknesses to avoid doing so.  But against a
computer,
that is a recipe for losing.  Several "human operators" found that they
could set their contempt factor to something like +.5 pawns, and use
that
to beat Crafty on ICC, using their favorite program, because Crafty
would
accept up to -1/2 pawn in positional damage to avoid drawing.  I
modified
this to consider whether the opponent is silicon-based or carbon-based
and haven't had problems in that regard since...



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