lucasart wrote: That would be a pretty stupid business model. No one is going to buy a 2750 elo engine, when they can get several 3100+ elo ones for free.
There is no money to be made by writing a strong engine. Perhaps it was the case 10 years ago, but not anymore. You cannot live from the sales of your chess engine today.
If you want to make money with chess software, perhaps you should write a GUI instead. And ideally for MacOSX, or IOS, as users of these systems don't have much of a choice, and are used to the concept of proprietary and commercial software.
I don't necessarily agree with the first point. If the play is exciting and imaginative and preferably the price not too high, I'd buy and (have recently bought) 2750-rated engines.
This is where much of the vision is lacking. Take your GUI suggestion, add great analysis features, graphics, etc. and combine it with an elegant playing style from your engine and you will have an attractive package.
I remember in the old days, it looked like CS-Tal was going in this direction, but all of sudden development ceased for good. All there was needed were additional GUI improvements. The engine wasn't the strongest but played very interesting chess, especially for those days. Now we have much stronger engines, but the GUIs are lagging behind.
We recently had a discussion about engines with unique playing styles. The problem here lies with a good portion of the chess software consumers, (most players are not that strong, either, which doesn't help) who want the strongest possible engine. Why they would be so obsessed with that I don't fully understand, since most may benefit more from something that would actually help them play better chess (i.e. find better plans, ideas etc), and a weaker but 'smarter' engine could be better suited for that.
This in turn has influenced many engine developers to seek out more strength at all cost (nothing wrong with that goal in itself), while sacrificing stylistical considerations for the most part.
If you look at a tweaked engine personality like Zappa Dissident Aggressor (=DA for short), I'm estimating that roughly
400 points had to be "lost" (!) to achieve this exciting and fascinating style of play. This wasn't even done by the Zappa programmer, but by an end user of the product, Robert Flescher, who spent countless hours at it and was then kind enough to share his findings with the community.
Was it worth "losing" 400 points off Zappa's normal strength? Sounds crazy, but I think it was, since it leaves us with a quite strong 2500-2600 engine that can find amazing ideas, not all sound, but then again so were Tal's moves often in his prime.
So, using this example, here is a case of 'less is more'. Imagine losing so much strength and ending up with an even more appealing product! This is a startling paradox, that provides some food for thought. In this regard, less strength doesn't necessarily mean a worse product, and vice versa. And, of course, one can use a full strength program and a wild personality simultaneously. It's not like strength should be abandoned altogether, and I'm not arguing for that.
I believe more imaginative vision is required in the community. I see a few who have it already. I've heard it several times -- many would-be customers would pay a reasonable price for such features (GUI + engine).
Regards,
CL