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Subject: Re: Emulating Humans: An Approximation

Author: Peter Berger

Date: 13:43:10 11/02/02

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On November 02, 2002 at 10:46:58, Bob Durrett wrote:

>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. As long as you get one or two moves a games like
>>this one you won't "deceive" anyone. In fact this is also a way to detect
>>cheaters on chessservers.
>
>Maybe the "ultimate test" of how human-like a chess engine is would be to let it
>play as a human at ICC.  If the "Cheater Cops" at ICC could not detect the
>non-human nature of the chess engine, then the engine could be declared "human."
>: )  : )  : )  : )  : )  : )  : )  : )  : )  : )  : )  : )
>
>Bob D.
>

That's a Turing test and there is nothing funny about it IMHO. I don't know how
good and professional the "Cheater Cops" at ICC do their job but if you really
managed to let everybody believe that your chessengine is a human player of
course this would mean that your engine really plays human-like IMHO.

Peter



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