Author: Roger D Davis
Date: 18:51:05 07/23/99
Go up one level in this thread
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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