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Subject: Re: Q for programers

Author: Scott Gasch

Date: 12:52:32 04/29/02

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On April 29, 2002 at 14:01:23, Joe McCarro wrote:

>If I were playing someone over the board and they seemed to give me a
>possibility to play Bxa1 snatching the rook I would think long and hard before
>doing that. I'd figure as long as this isn't a trap I will win the game.  Let me
>take my time to just make sure its not a trap. I wonder if this couldn't be
>programmed in.  Anytime the other player makes what on the surface appears to be
>a blunder (e.g., drops over a pawn) the computer could spend extra time working
>out the position before moving.  If it ended up it was in fact just a blunder
>presumably the computer should still be able to win despite the extra time spent
>looking for the tactical shot.  If it found it wan't a blunder the computer
>might avoid taking the poison.  Do the programmers do anything like this?  Would
>this in fact be helpful or would it have disadvantages as well?

This idea could certainly be programmed.  But there's a problem.  Let's assume
the engine is playing a blitz game and has allocated itself 10 seconds to think
about a move.  In 10 seconds it gets to depth d and realizes that the move it
wants to make seems to "win".  To get to depth d+1 will a long time, maybe 10
more seconds or so.  To get to depth d+2 may take 10 + 20 more seconds
(sometimes more).

So my point is, to say "this position is important, I should think about it a
bit more" is fine... but to think about it even just a little bit more may take
a really long time.  The question is whether its a good use of the engine's
allotted time.  Maybe.

Personally, I do some tricks with time allocation but nothing as direct as the
idea you suggest.  I consider it just too expensive, especially at fast time
controls.

Scott



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