Wednesday, October 23, 2013

[ttcscopj] Human-like chess engine

Modify a chess engine so that it occasionally overlooks "distant" tactical motifs, for example pins, forks, skewers, and domination.  Distant means that some or all of the pieces involved in the tactic are not where they are now.

This means the evaluation function, or search function, depends on the current position, something not normally done. Or, a piece moves twice during a line: evaluation depends on the entire line.

Humans are assumed have a harder time visualizing the future of a board after many moves.  (Incidentally, in a human versus computer game, it would only be fair for the human to be permitted an analysis board, as the computer virtually gets exactly that.)  The type of human mistakes can be further fine tuned by data mining mistakes made in human games.  One could even attempt to mimic a certain human.

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