Computer Chess Club Archives


Search

Terms

Messages

Subject: Re: Emulating Humans: An Approximation

Author: Uri Blass

Date: 07:43:40 11/02/02

Go up one level in this thread


On November 02, 2002 at 06:36:04, Peter Berger wrote:

>On November 02, 2002 at 00:40:45, Uri Blass wrote:
>
>>On November 02, 2002 at 00:06:08, Robert Hyatt wrote:
>>
>>>On November 01, 2002 at 22:52:14, Bob Durrett wrote:
>>>
>>>>On October 31, 2002 at 20:01:10, Robert Hyatt wrote:
>>>>
>>>>>On October 31, 2002 at 17:00:19, Bob Durrett wrote:
>>>>>
>>>>>>
>>>>>>Solving the general problem of emulating the chess play of "humanity" might be a
>>>>>>prohibitively difficult task.
>>>>>>
>>>>>
>>>>>This has been the "holy grail" of AI since its early days.  But the problem is,
>>>>>in 25 words or less "we have no idea how a person does what he does when playing
>>>>>chess (or anything else for that matter), which makes it _impossible_ to emulate
>>>>>what we don't understand."
>>>>
>>>>Well, Bob H., emulating the chess play of a human is not exactly what the AI
>>>>people want to do, is it.  They wish to make a carbon copy of a human in all
>>>>it's gory details.
>>>>
>>>>Many orders of magnitude different, I would say.
>>>>
>>>>Bob D.
>>>
>>>They really want to emulate human thought processes related to chess,
>>>at least for the computer chess/AI purists.  But until we know how the
>>>human does what he does, emulation is futile, to paraphrase the borg.
>>>
>>>:)
>>
>>We do not need to know exactly what humans do to try to emulate them.
>>
>>If the target is to predict human moves then programs can calculate statistics
>>about the success of different algorithms in predicting human moves and choose
>>the algorithm with the best results.
>>
>>Uri
>
>
>First you have to decide which kind of human player you want to emulate - a
>strong one or a weaker one ? Both is interesting - let's take a human IM or GM
>player first.
>
>You can take a collection of master games and tune your program to emulate to
>predict the maximum percentage of human moves, or you can compair different
>programs and have a look which program comes closest.
>
>Will this program play most human-like?
>
>I don't think so. The problem is not the average move ( computers and human
>masters are already difficult to identify when you only look at the majority of
>moves), but the one, two or three "special" moves in a game. The moves where
>everyone would be sure it is a computer playing - take Fritz's Bf8 in game 2
>against Kramnik for example.

It is easy to tell a program never to waste 2
tempos by going back to the previous square
in the opening(unless the move is forced
for tactical reasons).

It is easy to investigate games and find a rules
for part of what you define as computer moves but
I believe that no programmer is interested in it.

Uri



This page took 0 seconds to execute

Last modified: Thu, 15 Apr 21 08:11:13 -0700

Current Computer Chess Club Forums at Talkchess. This site by Sean Mintz.