Author: Robert Hyatt
Date: 14:46:22 07/23/99
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On July 23, 1999 at 16:08:50, Dann Corbit wrote: >On July 23, 1999 at 16:01:45, Robert Hyatt wrote: >[snip] >>One _good_ idea for someone is to work on a "dummy" type personality since >>that is by _far_ the most asked for thing. You can already turn off the >>search extension stuff using the 'extension' command... between that and the >>eval things you can 'scale down' it should now be possible to make a 'dumb' >>and even 'dumber' level. >Just collect a book of a couple hundred megs of PGN played by club players, and >create your opening book out of that. that is only a start... it doesn't make crafty play like a dummy. It might get it into a dummy position, but against all but the best players it will take that dummy position and rip you to pieces with it... And such a book really wouldn't help as much as you'd think.. even with the enormous book (1.5M games) I still see many games where crafty is out of book by move 8 or less.. > >>If someone comes up with suggestions, I'll add a 'personality' selection >>command, although I do _not_ want to see some of the stupid personality names >>used in other programs. IE No Fischer, no Tal, no Petrosian, etc. I don't know >>of _any_ program that plays like any of those... >I thought it might be nice to collect symbolic properties into a single data >structure. E.g. piece value, aggressiveness, positional value, king safety, >etc. Then it could have default values used by the program, but also be stored >to disk and read from disk. This would also be very useful for testing, since >you would not have to recompile to test what happens when you change one option. this is my thinking as well, except that it could have a few pre-defined personalities (IE (1) can't play endgames; (2) doesn't recognize kingside attacks; (3) you name it... (4) etc...) Of course, users can always develop their own, and I suppose I could add a 'database' they could be named/saved in... which would make sharing them even easier..
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