Quote:
Originally Posted by wlrs
Could be related to how walking into a mate might be better idea (vs. a human obviously) in some cases when the non-mate line is a trivial win, but the mate is difficult to find
My recollection is that there are go engines written to explicitly take care of such things (playing inferior moves that are believed to be more challenging for a human to defend).
Really the answer to the questions are "depends on the engine". Right now, most top engines are optimized to beat engines, not people.
I've often thought the idea of an assessment that was multidimensional, e.g., predicted score and variance, rather than just predicted score, would be interesting to see in practice. To some extent, I think this already exists, at least as a heuristic, with engines having parameters known to make them play "more sharply", but I've not paid attention to chess engines/programming in recent years.