Jump to content

Anti-computer tactics: Difference between revisions

From Wikipedia, the free encyclopedia
Content deleted Content added
fmt
Sharara (talk | contribs)
Removed PROD. I think this article has scope to improve. Take it to AFD
Line 1: Line 1:
{{dated prod|concern = {{{concern|at the moment it reads like [[WP:OR|original research]]. I don't doubt it exists, but I'm struggling for references. If anyone can think of a suitable redirect, feel free. [[User:Steve block|Steve block]] <small>[[User talk:Steve block|Talk]] </small> 16:48, 20 November 2007 (UTC)}}}|month = November|day = 20|year = 2007|time = 16:48|timestamp = 20071120164834}}
<!-- Do not use the "dated prod" template directly; the above line is generated by "subst:prod|reason" -->
Anti-computer tactics are a style of play used by humans to beat strong computer opponents at various games, especially in [[board games]] such as [[chess]]. It involves playing conservatively for a long-term advantage the computer is not able to see in its game tree search. This will frequently involve selecting moves that are believed to be sub-optimal in order to exploit known weaknesses in the way computer players evaluate positions.
Anti-computer tactics are a style of play used by humans to beat strong computer opponents at various games, especially in [[board games]] such as [[chess]]. It involves playing conservatively for a long-term advantage the computer is not able to see in its game tree search. This will frequently involve selecting moves that are believed to be sub-optimal in order to exploit known weaknesses in the way computer players evaluate positions.



Revision as of 19:43, 20 November 2007

Anti-computer tactics are a style of play used by humans to beat strong computer opponents at various games, especially in board games such as chess. It involves playing conservatively for a long-term advantage the computer is not able to see in its game tree search. This will frequently involve selecting moves that are believed to be sub-optimal in order to exploit known weaknesses in the way computer players evaluate positions.

One particular example of the use of anti-computer tactics was Brains in Bahrain, an eight-game chess match between human chess grandmaster Vladimir Kramnik and the computer program Deep Fritz 7, held in October 2002. The match ended in a tie 4-4, with two wins for each participant and four draws.