Author: Stephen A. Boak
Date: 09:13:06 02/14/04
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On February 13, 2004 at 18:15:55, Bob Durrett wrote: >I want a "black box" which looks like, smells like, and feels like a human >chessplayer. I don't care what's in the box. It could be a computer emulating >a human. I wouldn't care. >Someday, robots may be indistinguishable from real humans. To make such a >robot, it must be programmed to make the mistakes humans make as well as the >Bob D. You are looking for a program that passes the Turing Test, with the added stipulation that it is indistinguishable from an 'average' or weak human player. Few strong programs could easily pass the Turing Test, in my opinion, if enough example games & moves are reviewed by a strong human player. Eventually all or most all programs would be detected as non-human. A weaker program would, by subtrefuge, try to emulate a weaker player, but the types of mistakes now made by human players is not identical to the types of mistakes made by today's programs (even intentionally weakened). Suggested solution--a statistical study of the probabilities & types of mistakes made by weak players (opening, tactical, positional, sheer oversights/blunders) could be used to create a program that makes similar probabilistic classes of intentional machine errors in the attempt to emulate weaker human play. The probability of dropping a minor piece may be greater, for example, than the probability of dropping the queen (weak players _may_ keep a better eye on their queen than their minor piece; a queen may have more escape routes than a bishop or knight and thus be less likely to be trapped). Pawn drops may be most common, whether due to accident or intentional but improperly calculated in a tactic or gambit assessment. Possibly a piece drop is very unlikely in the early opening 10-12 moves, but much more likely in the middle game, and not very likely in the ending, so an even distribution of errors throughout a game would not appear very human. --Steve
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