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Subject: Re: How do you effectively dumb down an engine? (some suggestions)

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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