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Subject: Re: Let's back off for a minute from Rc6

Author: Christophe Theron

Date: 14:00:54 10/23/00

Go up one level in this thread


On October 23, 2000 at 10:17:16, Albert Silver wrote:

>On October 23, 2000 at 00:24:54, Christophe Theron wrote:
>
>>On October 22, 2000 at 15:23:30, Ratko V Tomic wrote:
>>
>>>> I cannot think of any other purpose for all this other than to improve
>>>> the program's rating in the SSDF.
>>>
>>>There is no harm all by itself in being at the top of SSDF.
>>>
>>>> You can't possibly use this for
>>>> human players, and you aren't talking about offering playing styles,
>>>> as that is already rampant.
>>>
>>>Human players routinely adjust their play to exploit better the stylistic or
>>>capabilty weaknesses of their opponents, programs or humans. Programs aren't as
>>>good (yet) at this kind of 'outside the board' strategizing, but they will get
>>>better.
>>
>>
>>
>>I believe that the current chess programs/hardware combinations are already at
>>the level or even better than GMs "on the board". Don't shoot at me right now.
>
>It's true that the performances that have been registered certainly show that,
>so if that is true for all to see, why are there still many who insist it isn't
>so? Hard-headedness? I think the issue isn't one of Elo, but of how one
>perceives GMs. At first, with the gap being much much larger, people simply
>pointed to the ratings, afterall, why seek further discussions if this basic one
>was sufficient? The issue is in what a GM knows and applies at the board. Again,
>traditionally, the game ends up being divided into a number of sections:
>openings, middlegame (tactics and position), and the endgame. Computers have
>fought the issue of openings by coming with opening books that often range in
>the millions of moves. As positional play had been basically reduced to the same
>tips handed over to beginners (put a rook on the open file, castle quickly,
>develop your pieces ASAP, etc...), tactics became the great equalizer. True,
>players were often capable of calculating specific lines much deeper (still
>true) and create elaborate positional plans, but the computer fought back with
>our very own mistakes. In fact this is a bit why many players hate playing
>against programs: they don't feel their opponent played a better game, they just
>lost because they made a stupid mistake which was revealed with the greatest of
>ease (perhaps also making them feel slightly stupid). Computers have shown one
>thing extremely well, and it has been a very valuable lesson: do not
>underestimate for an instant the importance of tactics. From this lesson, some
>have learned, and some have not. Kasparov himself has acknowledged the change in
>perception and some GMs like Yermolinsky (in his masterpiece released last year)
>have come to terms and said that there is no correct or 'better' style of play.
>So that according to this, programs are indeed playing on equal terms (same
>strength), but with different weapons. Then you have a different perception
>shown by players such as Seirawan, who published in his book on the 1992
>Fischer-Spassky match, that players fell into 4 categories (he had written this
>to talk about Fischer's game but it is very revealing):
>- Tactical players
>- Positional players
>- Strategic players
>- Builders
>The last 3 (!) represent different levels of positional profficiency, and he
>succintly declares that Tactical players are by far the weakest of the lot. The
>reason is that prior to programs, there has never been such a lopsided player:
>3000 Elo in open tactical positions, 2500-2600 in mixed positions, and 2100-2200
>(if that) in closed positional games. That isn't an exaggeration in most cases.
>Again, the problem is that GMs don't make certain mistakes (they may blunder,
>but certain conceptual mistakes will almost NEVER happen) and when the newly
>touted 'GM's do this, they are pointed out to be not GMs. I understand.
>I myself hesitate greatly to describe them as being anything other than GM
>'strength', meaning they aren't GMs, but they're just as strong overall. Mind
>you, this same reason is why GMs love computers as well: it isn't a peer, it's
>something else, and as such presents a brilliantly challenging opponent to work
>on specific aspects of their game in a way a colleague never could.
>
>>
>>But the GMs are much much better at taking advantage of the "off the board"
>>knowledge (they know their opponent and can adapt their strategy to it).
>>
>>This "off the board" knowledge and ability to adapt gives them an serious edge
>>over computers. There is a big gap to close for computers because of this. It is
>>maybe 50 elo points at this time (maybe even 100 elo point for a few
>>individuals, but there are not many of them), and it might well be like the
>>horizon. No matter how close you get, the horizon moves away.
>
>Yes, but you don't say 'how' it is they are adapting their knowledge. They are
>merely emphasizing their strengths (strategy) as opposed to their weaknesses
>(tactics) relative to the computer. One solution is to have the program do the
>same, hence the 'anti-human' options that are appearing, and the other longer
>route, is to try to balance it out and try to find a way to teach it to play
>positionally. So far, this has been the single-minded direction followed, but
>now we see there are other aspects such as the attack.




The path followed so far is to create a monolithic player able to perform well
against a variety of opponents.

In this sense, computer chess has evolved a lot and has created monsters.

It is already incredible to see that a player who never changes his way of
playing (current programs) is able to do so well.

It must be a strong signal that once we manage to create program that can adapt
to the opponent, human players will be in deep deep trouble.





>BTW, Gambit Tiger has been making so many waves, because it has been showing
>another poorly exploited (by computers) aspect of the game: the attack. Since
>the attack has always been a domain of tactical players, once programs were so
>efficient tactically, it seems that it was overlooked that tactics are only a
>part of an attack, not the attack itself. Add to that, the fact that it doesn't
>wait for the opponent to make a mistake, but rather tries to win the game by its
>own merits, and you have a very entertaining opponent. :-)
>
>>
>>Increasing the computers speed will not solve the problem immediately. The gap
>>should be closed by introducing some opponent knowledge into the programs
>>(opponent modeling).
>
>This may possibly work, but I think that introducing the 'opponent's knowledge'
>as opposed to 'opponent knowledge' is more interesting.



Opponent modeling takes into account both the opponent's weaknesses (to go into
positions where the opponent does not feel good)






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