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Subject: Re: Optimal Designs for Anti-Human and Anti-Computer Play Different?

Author: Mike S.

Date: 05:53:24 01/09/04

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On January 08, 2004 at 19:07:23, Bob Durrett wrote:

>Your observations seem to suggest, perhaps astutely, that the best design for an
>anti-human engine may be significantly different from the optimal design for
>play against other computers.  Agree?

Yes and no :-) I think there are good arguments for both extremes:

1. Even more tactical, because that's the biggest strength of programs compared
to humans (and very deep calculation might replace some sophisticated positinal
evaluations), or

2. Less tactical (because they can easily be much better than humans anyway),
and with every possible improvement of the traditional program weaknesses
positional play (and/or even strategical decisions).

As very simplified (and therefore not quite correct, but illustrative) examples
we could say, that Fritz has been more the type (1) approach, and Shredder more
type (2).

Actually Fritz was moving towards type (2) in recent version history though.
After the X3D match, Frans Morsch said Fritz will now be entirely developed
further considering human opposition (only).

Hiarcs is somewhat difficult to categorize between (1) and (2), because it
always had a good "positional reputation", but was among the fastest combinators
at the same time (at least since version 6).

Maybe the "most type (1)" engine currently is Junior.

In practise, I think most engines are a 1/2 mixture. Both a quick search and a
good evaluation will obviously also be good against other engines too, not only
against humans. Maybe the optimal anti-human and anti-computer designes would be
much less different than we assume.

Regards,
M.Scheidl



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