Author: KarinsDad
Date: 08:51:15 07/27/99
Go up one level in this thread
On July 27, 1999 at 09:39:12, Robert Hyatt wrote: >On July 27, 1999 at 08:09:28, Chris Carson wrote: > >>On July 27, 1999 at 02:29:03, Gregor Overney wrote: >> >>>Using CM6000, I enjoy playing against different levels. What is the best way to >>>implement this "level control" feature into a Chess program? Truncation of >>>search depth? Adding randomness to score evaluation? >>> >>>If not too time consuming, it would be great to add such a "level control" to >>>Crafty? - Or, do you know about settings for Crafty that make it play like an >>>1800, 1900, 2000, and/or 2200 USCF rated player? >>> >>>Gregor >> >>Here are some things I have tried, let me know your feedback: >> >>Crafty (1200): Create Book = 10, Set Depth = 4 ply, Pondering = off, >> Learning = 000, no endgame tablebases >> >>Crafty (1400): Create Book = 20, Set Depth = 5 ply, Pondering = off, >> Learning = 000, no endgame tablebases >> >>Crafty (1600): Create Book = 30, Set Depth = 6 ply, Pondering = off, >> Learning = 000, no endgame tablebases >> >>Crafty (1800): Create Book = 40, Set Depth = 7 ply, Pondering = on, >> Learning = 000, no endgame tablebases >> >>Crafty (2000): Create Book = 50, Set Depth = 8 ply, Pondering = on, >> Learning = 111, 3 piece endgame tablebases >> >>Crafty (2200): Create Book = 60, Set Depth = 9 ply, Pondering = on, >> Learning = 111, 3&4 piece endgame table bases >> >>Variation on each rating can be made by using different opening books, >>setting king safety, setting piece values, ect... >> >>Best Regards, >>Chris Carson > > > >I don't believe those will work as expected. IE I don't believe that crafty >at 9 plies is going to play like a 2200 player. It will still find mates in >10+, and find tactical shots that a 2200 player won't find. > >I think the new 'eval' command (that lets you scale various parts of the eval >up and down) gives a more realistic 'feel'. And the 'extension' command lets >you tune down search extensions to stop the deeper combinations without making >it play like an idiot... Yes, I have spent some thought on this for my game. A problem I see when playing CM6000 on some of the lower settings is that I can be up a minor piece or two walking into the endgame and the 1700 or so setting on CM6000 will suddenly play a really good endgame, even though it is down pieces. Things such as 4 piece tablebases are almost unrealistic for humans as I do not of any endgame experts that don't miss things. There is just too much to know and it is a lot more complex than a series of distant opposition rules implies. So, there are multiple reasons why a program may or may not play a stupid move, and there are multiple reasons why it may play a great move. Also, a human player may find a brilliant move on the board, but he follows it up with a so so move. An example of this is game 3 of the 1995 Kasparov Anand Championship match. After starting a brilliant attack on Kasparov, Anand backed off. The GMs watching the game were stunned and even Kasparov thought he was lost. The game ended in a draw. CM6000 set around 2000 would have crushed Kasparov in that position since it was a purely tactical win. From these types of things, I have come to the conclusion that you almost have to have a random element in the game. For example, based on the level you wish the program to play, you have some form of weighing scheme where it realizes that it played the best move for 3 moves in a row, so now it will play it's second best move. For lower rating settings, it would play PV 2 through 5 the majority of the time, but it would occasionally play PV 1 and occasionally play PV 12. This would have to happen in the endgame as well and I doubt you would want higher than 3 piece tablebases (although I'm not sure how often the 4 piece tablebases would come into play). But, it is real annoying when you get into the endgame and your 1600 opponent suddenly starts playing 2300 level chess. KarinsDad :)
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