Author: Fernando Villegas
Date: 14:59:22 06/10/98
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On June 10, 1998 at 07:26:02, Mark Taylor wrote: >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 of this same idea and even I posted here speculating that a kind of device like that could be one of the secrets of CSTAL. Precisely I said that the CSTAL style suggested that he did not use the usual alfa beta porunning techniques, but something different, something where the main purpose is creating pressure, not just to suppose the adversary will do the very best move Fernando 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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