Thats the "hard way" to do this... As a quick-shot, you could just make a node-limit with different settings. Example: The TheKing-Chesscomputer offers levels with a fixed number of nodes (this number is increased automatically in the endgame, to prevent a huge strength-loss in the endgame (clever idea, IMHO)). From 125 nodes (lowest skill) to 32000 nodes (highest skill).Whiskers wrote: ↑Thu Apr 04, 2024 7:33 amThat is planned as well! I think a good way to go about doing it is instead of just having it make random blunders, try and determine what sort of blunder a "human" would make - this requires having Patricia make "non obvious" mistakes (for example, it won't hang a piece, but it might hang a tactic), which will be fun to try and implementpohl4711 wrote: ↑Thu Apr 04, 2024 6:58 am
What we definitly need is a skill-level parameter in Patricia for making the engine playing weaker. Then this engine would be very cool for playing as a human against it (perhaps on a electronic chessboard, using the Android-Binary on a Smartphone). Right now, Patricia is way to strong for using it as an opponent for humans.
For me, this makes much more fun to play, compared to an engine, making mistakes on purpose. And a node-limit does not affect the engine's playing-style. And it is easy to implement. Just a node limit in the calculation, increasing it, when the endgame begins or so.