Author: Bob Durrett
Date: 17:58:50 04/18/04
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On April 18, 2004 at 20:36:56, Steve Maughan wrote: >I'm looking to implement the new ELO rating support in UCI 2. In the past I >haven't given much thought as to how one could make an engine predictably >weaker. Does anyone have any suggestions? After the little thought I have >given the subject here's what I've come up with. > >1. Search to a shallower depth / shorter time. This seems somewhat >unsatisfactory as it will ignore the other setting. > >2. Add random elements to the evaluation term - the bigger the term the weaker >the play. > >3. Round off at the root. So to weaken the engine slightly you would have the >root round off to 0.1 pawns, a further weakening would be in units of 0.5 pawns >etc. This means that if a value came back as +1.23 the engine would regard it >as +1.20. I like this idea since it is relatively simple to implement :-). >However I'm not sure how effective it would be at actually weakening the engine >(it may speed the engine up since there may be more cuttoffs!?!). > >4. Within the tree you could ignore some moves e.g. all losing capture after x >depth. This is also interesting. It may closely match how humans think and >err. Of course it is more complex to implement. > >Any other ideas. This could be an interesting area for discussion as it has >virtually no commercial value (IMO nobody is going to buy an engine that is >weak). I'd be interested to know of other idea. > >Regards, > >Steve Maughan Awhile back, I had suggested making the engine play the second or third best move except that it would play the best move if the second or third move was a real loser. You could reduce the playing strength some by requiring second best [except as noted] and more by making it play third best [except as noted.] Similarly for fourth best, fifth best, etc. It would still not necessarily play human-like if the above method were used. The real challenge would be to make it play truly "human-like." Bob D.
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