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Subject: Re: Label the Craftys on ICC

Author: Serge Desmarais

Date: 21:18:23 09/17/98

Go up one level in this thread


On September 18, 1998 at 00:07:53, Robert Hyatt wrote:

>On September 17, 1998 at 18:46:02, Serge Desmarais wrote:
>
>>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
>>
>>
>
>it would depend.  IE the most common way this used to happen was a guest
>would play it many games to fish around for a bad opening, then the guy
>would log on as a normal user and play that line.  I let the rating of
>the opponent factor into the learning curve, and a guest would always get
>"0"...
>

Ah! That is clever! I would not have thought about it! I too, when I make Fritz
5 to play and it fights against a weak player who accepted the seek, I don't
kake it learn from these games. Anyway, at "Infinite time" (99 plies depth to
reach) and force move, it never learn anything by itself. So, I have to save the
game in a newly created database (just for ONE game) and then make it learn from
it. But I don't see the point of doing all this "fishing" just to win a rated
game as a regular player? These days, I have mostly played as myself and not
with the computer account. And I never play the computers rated above 2200,
because I like to stand a chance of winning, even if small!



>But that's not the problem...  play it unrated, find a good position, then
>blunder.  That defeats the learning by actually encouraging it to follow that
>line again (I handle this by reducing the learned result significantly, but
>as you can see, it won't learn anything bad if you pop it out of book,
>decide you like the position, then intentionally blunder so that it won't
>realize that the position was bad...
>
>Humans are clever animals.  Some studied my "mercilous attack" code and
>found novel ways to take advantage of it, in fact..  A never-ending battle
>of wits, generally, but *only* when you operate "automated" on the servers.
>Manual operation eliminates the problems...
>
>But that's part of the challenge... get it right and it makes you feel
>like you've accomplished something important...
>
>
>

The way you puts it, it is like some players are seeing a win against Crafty as
the goal of their life or a personnal vendetta! He he he...







>>
>>
>>>
>>>
>>>
>>>>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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