Anti-computer tactics

Anti-computer tactics are methods used by humans to try to beat computer opponents at various games, especially in board games such as chess and Arimaa. It often involves playing conservatively for a long-term advantage that the computer is unable to find in its game tree search. This will frequently involve selecting moves that appear sub-optimal in the short term in order to exploit known weaknesses in the way computer players evaluate positions.

In chess

One example of the use of anti-computer tactics was Brains in Bahrain, an eight-game chess match between human chess grandmaster, and then World Champion, 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.[1]

In the 1997 Deep Blue versus Garry Kasparov match, Kasparov played an anti-computer tactic move at the start of the game to get Deep Blue out of its opening book.[2] Kasparov chose the unusual Mieses Opening and thought that the computer would play the opening poorly if it had to play itself (that is, rely on its own skills) rather than use its opening book.[3] Kasparov played similar anti-computer openings in the other games of the match but the tactic backfired.[4]

Anti-computer chess games

gollark: I'm going to muck with the debugger and see if I can make it not XSSable.
gollark: Or "unmoderated chatroom with XSS", yes.
gollark: You mean an "unmoderated chat room"?
gollark: I'm joking about the Gopher thing. It's not very practical. Less Googlized standards would be nice but I don't think there's a good way to make that happen.
gollark: Not currently, although it could, Gopher is simple.

See also

  • Human-computer chess matches
  • Horizon effect
  • Arimaa - A game inspired by Kasparov's loss to Deep Blue in 1997.

References

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