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Subject: Re: extensions

Author: Don Dailey

Date: 14:37:25 12/25/97

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>Your reply to my small comment has material to start 3-4 extra long
>threads :)

I hope so!

>>                 Your program will look great in a few tactical
>>positions where your extension really helps you nail it but in most
>>cases all you will be left with is a general slowdown.
>>
>
>A pawn push doesn't need to be good to be extended.

Yes, and I this is a point  often missed by people.   The idea is that
the search "learns" something about the position.

>In most endgames, advancing passed pawns is not an important issue, it's
>the only issue. I don't think of this as a slowdown, because the program
>still does the same number of nodes/sec, doesn't it. If you would rather
>look at 12 plies of aimless king and rook maneuvers rather than
>concentrate on how to stop that dangerous pawn, then I would love to
>play against you.

As a completely random  and AdHoc test,  I opened  up an endgame  book
called Chess  Endings  for the practical  player by  Ludek Pachman and
picked out the  very first  position my eyes  fell upon.   I decided I
would repeat the experiment  until I happened  upon a position with at
least one  passed pawn.  The first position  I looked at had  a passed
pawn, strengthening your argument that passed pawns are important (and
which I do not contest.)


8/5kpp/8/1R6/1P4PP/5K2/8/1r6 w - -

It was position 131 on page 113 of this book.   The book line given is
1.Rb7+ Kf6  2.Rb6+ Ke5 3.Rb5+ Ke6 4.h5!  h6 5.Ke4 Rg1 6.Rb6+ Kf7 7.Kf5
Rf1+ 8.Ke5 Rg1 9.Rb7+  Kg8 10.Kf4 Rb1  11.b5 Rf1+ 12.Kg3 Rb1 13.b6 Rb4
14.Kf3 Kh7 15.Ke3!

After 21 ply, the first move of a passed pawn was made.  This was
preceded by 20 ply's of "king and rook manuevering."

Now would aggressive passed  pawn  extensions help a  computer
understand this position?  It's very possible, since the real reason
for the maneuvering was definitely centered around the passed pawn.
But the main point that this illustration should make obvious is
that there is nothing aimless (or uncommon) about this kind of
maneuvering in computer chess.

>>A case in point is check extensions,  most programs extend all
>>checking moves, and it's certainly not because they are usually
>>good moves because they are only occasionally good.  But checks
>>are usually just annoying delaying moves.  They are important
>>to extend even if they are completely irrelevant because they
>>steal 2 ply from your tactical awareness.  So even bad checks,
>>or unimportant checks help return meaningful information.
>>
>
>Yes. For a program to look at passed pawn advances only in consideration
>of whether promotion takes place is very much like ignoring checks
>because after all we only care about mate.

>>If you do this well your program can remain quite selective without
>>being stupid with regard to passed pawns.
>>
>
>I don't know if this is directed at me. I'm not a null-mover, but I know
>what you mean. I did find that the "regular" search techniques don't
>cover pawn advance lines very well, so had to find something that does.
>I don't particularly like the passed-pawn extension, there's something
>so ad hoc about it. When I find something better, I'll adopt it in two
>seconds.

My comment about being stupid with regard to passed pawns was not
directed at anyone.   I was refering to the computer being stupid
in the sense that it  misses passed pawn opportunities because of
prunning.

>You may want to consider my recent experience in Paris. In only two
>games did I play against a faster program, Ferret and Fritz, and both
>were decided by pawn pushing, both offensively and defensively. I'm not
>even nearly the world's greatest pawn pusher. Probably Chess Genius, to
>quote another wildly extended program, deserves the title of Pawn-Pusher
>Supreme.

These are good wins.  I know little about Ferret but do know it's
highly spoken of.   But I don't doubt for an instance that any
extension algorithm will win games.   My only question is have you
every lost a game because of them?   I'll bet you have, and I'll
also bet that you probably don't know it.   It's always very obvious
when an extension helps the program but a loss is NEVER attributed
to the extension.  You don't even know how the earlier part of the game
would have developed without the extension.  You might also have won
these games without the extensions.

At any rate, I'm definitely interested in your extension ideas.  I
want to implement something more aggressive with Cilkchess and will
get ideas from this discussion.  I have to admit I am skeptical about
being really aggressive with them.  But that doesn't mean I'm not
intrigued by the possiblity ...


-- Don



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