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Subject: Re: Crafty 16.3 personalities.

Author: Roger D Davis

Date: 18:51:05 07/23/99

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On July 23, 1999 at 17:46:22, Robert Hyatt wrote:

>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..

How about:

(1) Sacrificer -- Looks for deep sacrifices, and plays even those that leave it
within a quarter of a pawn of equality, just so that it plays these more often,
just to create more of this kind of style.

(2) Exchange Sacrificer -- Prone to sacrifice pieces for positional factors
alone. I don't know exactly how you'd do this or how successful this style might
be.

(3) Defender -- Just tries to lock up the game and run you out of time. Deadly
in bullet and short blitz games where you need a plan and can't find one.

(4) Pawn Steamroller -- Loves to advance it's pawns. Weights passed pawns very
highly, and will sacrifice some material to get one.

(5) Complexifier -- Resists the exchange of pieces unless the exchange leaves it
more than +1.5. Tries to complicate the board so much that the human can't
figure it out, and then simplifies.

(6) Kamakazi -- Seems to be always attacking the enemy king, prefers to defend
by looking for counterplay and seizing the initiative. Goal is to scare the hell
out of you.

Roger



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