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Subject: Re: Making a computer play more like a human

Author: Fernando Villegas

Date: 16:26:32 09/30/99

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On September 30, 1999 at 08:04:59, Georg v. Zimmermann wrote:

>Laurence,
>
>reread his original post. I think you didn't get the very good point he was
>making.
>
>--Tec

Hi Georg:
Well, no so quite, although perhaps Laurence did not use the exact words. The
key of CSTAL II -and I- nasty attacks is not just a code to launch attacks at
any cost, but it seems to me that it uses a code where the weight is not in
optimal moves according traditional evaluation methods, but in using the most
tricky moves, those that has a wider range of potential mistakes for the
opponent to make. This is like to say it does not use -not fully, at least- the
minimax approach, but something a bit different. Instead of prefering wich node
gives the less-good-better- move available, prefer the node that gives the
maximal number of awful moves to do for the oponnent, although with some
restrictions in order not to fall himself  in a killing line. Nevertheless, that
is recisely what happens to CTAL from time to time. And this is what precisely
our friend here is asking and looking for, if I am not enterily mistaken.
cheers
Fernando




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