For the record I never claimed otherwise. I even believe you can achieve and aggressive style without weakening the program a some of the top programs are much more aggressive than others.carldaman wrote:Robert Flesher published modified settings for Zappa Mexico II (dubbed the 'Dissident Aggressor" that make Zappa play in a crazy, but very effective style, but at the expense of being about 400-500 rating points weaker. However, since Zappa is quite strong (close to 3000 on CCRL 40/40, running on 4 cores), subtracting all those points still leaves us with a 2500 rated attacking monster that even destroys not only strong human players, but also 'weaker' engines below 2500 CCRL elo. It is also a great analysis/preparation tool.Don wrote:I hear you, but I have been doing this a very long time and have a good sense of what is reasonable.
The idea of finding a great move has proved to take everything we have, fast computers and powerful hardware. All resource devoted to playing a really good move. Now which do you think is easier to do, find a great move or find a great move that has all sorts of mine-fields built into it? So you are trying to solve a problem that is even harder to solve than just playing strong chess.
---
There are other things you can do too. With the correct adjustments to the evaluation we can make Komodo play on the "other side" of soundness. For example if we lower the value of a pawn we can make the program quite willing to sacrifice pawns at the drop of a hat. You can also lower the value of the rook to make the program willing to make exchange sacrifices. If you want the program to really play wild and crazy you can lower the value of ALL the pieces and pawns so that positional factors dominate.
This is very significant, since it did not involve any actual code changes, but only tweaking of parameters. It's interesting that Robert actually lowered the value of the pieces, and not the pawns, to get Zappa to be very willing to sacrifice material.
Once in a while, Zappa Aggressor will lose to a lower rated player, having run out of pieces and pawns to throw away, but most of the time its risky play is very effective and the (strong) opponent will be overwhelmed by the complications. This works as intended, and shows it's far from an impossible task to achieve an effective aggressive style.
What is very difficult is to create a program that can reliably swindle the opponent when losing by deliberately playing an inferior move while knowing that this move gives the best chances by some undefined measurement.
Or similarly to know how to play second best moves in general which gives better winning chances and increases the strength of the program. That is how I understood the question and subsequent clarification. If the goal is to just produce a weaker program with a more exciting playing style, I concede the point. I have no doubt that this is possible.
I've been able to get similar results with other engines, such as Little Goliath Evolution, by tweaking its parameters to get it to play very risky, but yet strong chess (at around 2200-2300 level strength which is quite acceptable as sparring partner for a club player).
There are other examples -- Pawel Koziol has also worked hard to implement a swindle mode and various weaker personalities in his engines. I think he will admit it's not easy to do this (especially a swindle mode that works properly). Thinker is another engine that tries to use risky tactics in its Active personality. And then JB Nielsen's current work and enthusiasm with Dabbaba must be commended as well.
Regards,
CL