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Subject: Re: Label the Craftys on ICC

Author: Serge Desmarais

Date: 15:46:02 09/17/98

Go up one level in this thread


On September 17, 1998 at 09:05:04, Robert Hyatt wrote:

>On September 17, 1998 at 02:05:43, Jeff Anderson wrote:
>
>>I suppose I can understand where you are coming from as the developer.  I would
>>like to point out that Mr. Moreland allows Ferret to play unrated games against
>>anyone, and he is having no problem finding strong opponenets to play for his
>>creation.  In fact the last 20 games in its history are against above 2600
>>players.
>>Jeff
>>
>>
>
>
>
>I choose to not play unrated, to try to make the games "serious".  Since most
>there treasure rating points, rated games tend to be more serious games.  Also,
>I have seen "scams" where someone "fishes" by playing unrated games until they
>find a way to force a program to follow a bad book line, then they will play a
>rated game and win.  Also there is a problem with playing rated as white, then
>an unrated when you get black, then rated with white, etc...
>
>

Crafty would still learn after an unrated game?


Serge Desmarais




>
>
>
>>On September 16, 1998 at 22:16:18, Robert Hyatt wrote:
>>
>>>On September 16, 1998 at 00:49:17, Jeff Anderson wrote:
>>>
>>>>On September 14, 1998 at 22:13:42, Robert Hyatt wrote:
>>>>
>>>>>the most noticable affect is that "crafty" used to play a hundred games a
>>>>>day.  Now it sometimes plays 10 or less, because there are so many crafty's
>>>>>on ICC.
>>>>
>>>>Well your formula is very strict!  You eliminate 95% of all possible challengers
>>>> with insisting that there rating be above about 25001
>>>>
>>>>Secondly you will only accepted challenges that propose rated games.
>>>>
>>>
>>>
>>>I do this for a reason.  (1) the chances of a 2000 player beating Crafty on
>>>ICC are almost nil.  It will happen now and then, but not often.  I don't learn
>>>a lot from crushing 1500-2000 players, because the wins are tactical smashes
>>>that reveal nothing about problems I have.  (2) I learn more from losing than
>>>from winning.  Playing IM/GM players greatly increases the chances of losing,
>>>which is what I am looking for.  (3)  There are far more 1500 players than 2500
>>>players on ICC.  If I let 1500 players in, they will totally lock out the 2500
>>>players.  and finally (4) I have been specifically asked by some strong players
>>>there to keep my formula restrictive so that they can play when they want.
>>>
>>>If crafty operators want to ban together and work out mutually-exclusive
>>>formulas (IE I play players over 2500, someone else takes 2100-2499, etc.)
>>>then that would work.  At present we simply have so many crafty's running that
>>>many have lots of open time because lower-rated players don't like to get
>>>drubbed tactically...
>>>
>>>
>>>
>>>
>>>>Now I think there is something to the suggested idea of ICC computers allowing
>>>>takebacks.  For example you might lower the formula to allow those rated above
>>>>2000 play, and allow 2-5 takebacks a game.  If you are really concerned about
>>>>seeing games where Crafty has losses against humans, you might consider this
>>>>approach.  Also you could simply ask people to send you log files games where
>>>>Crafty lost against humans.
>>>
>>>
>>>this doesn't help as much, because those games come from the released version,
>>>while I am trying to evaluate changes for the *next* version to be released...
>>>
>>>
>>>
>>>>
>>>>This would be the sensible approach if your number one concern was having
>>>>valuable information for improving Crafty.  But I'm sure it is not like the
>>>>adreniline rush you must get when you watch your program beat a GM.  You say
>>>>your strict rating restrictions are in the name of science!  You say you would
>>>>like to see games where Crafty has lost so you can improve Crafty, and very
>>>>strong players beat Crafty more frequently.  Well this is non-sense, because two
>>>>perfectly reasonable alternatives have been offered, two that would give you
>>>>excellent data, and one that gives Joe Patzer a chance to play Crafty....and
>>>>win!
>>>>
>>>
>>>
>>>the above is *not* "nonsense".  As I said, games from "other" crafty's are
>>>not particularly interesting for me.  Folks are trying different extension
>>>options (tunable from the crafty.rc file), others are trying different book
>>>variations with wild gambits and stuff they are particularly interested in,
>>>even if the openings don't fit crafty's "style" very well.  I don't have time
>>>to wander thru a hundred log files a day only to discover that 95 of them were
>>>lost due to book opening choices.
>>>
>>>As far as takebacks, that is complex.  Chess is a game played from start to
>>>finish.  The search is written with that in mind, with thinking on the
>>>opponent's time and so forth.  Time controls.  All of that is designed around
>>>the game of chess as defined in the rules.  Takebacks add more to the code,
>>>and introduce code that is not needed in normal games, and this code could well
>>>be something that hurts something without it being known.  So while takebacks
>>>would be interesting, it isn't chess.  We can't do it at WMCCC events, or in
>>>real rated human events, so adding this to the engine is basically nothing for
>>>something, sort of.
>>>
>>>A year ago, Crafty was playing a hundred games a day, 90% of them against GM
>>>players, the remainder against IM players.  Today it is playing 20-30 GM games
>>>a day, and 10-20 IM games.  I'd still rather play a strong player that is going
>>>to push it in ways that a weaker player, assisted by takebacks, won't.
>>>
>>>As far as the "adrenaline rush" goes, that went away several years ago.  I don't
>>>lose enough games against GM players to notice much any more, so the wins are no
>>>longer noteworthy.  In fact, even the people watching have developed the same
>>>"expectations" and the occasional GM win produces far more chatter than the
>>>regular GM losses...
>>>
>>>
>>>
>>>>
>>>>Jeff



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