Author: Robert Hyatt
Date: 20:56:58 04/01/03
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On April 01, 2003 at 16:22:33, George Sobala wrote: >On April 01, 2003 at 14:07:45, Robert Hyatt wrote: > >>For a computer to almost break even at 3 0 is _terrible_. > >Robert, I really think that you continue to miss the point of the redshift >settings for Deep Sjeng. Of COURSE they cripple the engine's chess playing >skills - but not in the usual ways of reducing the search depth or making it >deliberately blunder once in a while. Instead, the redshift personality has a >WILDLY unbalanced view of the relative values of pieces on the one hand, versus >mobility and king attack on the other (so that e.g. it may have an eval of +5 to >+10 just for an attack). And I mean wildly - even Gambit Tiger on "suicidal" >setting is a mere pussycat compared to redshift's crass stupidity in attack. > I understood that. But someone said something about "doing much better against humans" but when I saw the 60-40 split, "much better" didn't leave me with a warm, fuzzy feeling. That was my only point. That _any_ settings should do better than 60-40 at 3 0 blitz time controls... >The interesting consequence, is that whilst other comps eat it for lunch (e.g. >even mscp on ICC rated around 1700 and with a search depth of 5 will regularly >beat it), humans up to (weak) IM level struggle to do so. (I grant you that I >merely refer to performance at ICC-type time settings.) I find it interesting >that its loss of playing skill against humans is disproportionately small >compared to its huge loss of playing skill against comps. > >Anyway, the net result is an engine which will give a weak human player a fun >game, where Bxh6 or Nxf2-type sacs by the comp do not automatically mean "Oh >dear, I may as well resign". > >And the hypothesis is that perhaps the strongest chess engines may challenge >humans better in the future by being tuned to the weaknesses in human play, by >being more adventurous and unsound, even whilst compromising their performance >against other comps.
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