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Subject: Re: Junior's long lines: more data about this....

Author: Don Dailey

Date: 19:45:07 01/04/98

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On January 04, 1998 at 20:45:00, Robert Hyatt wrote:

>I remain convinced that evaluation and search depth go hand-in-hand.  I
>got burned badly once by not paying attention to this issue, when I
>really
>already knew about it.  The story goes like this:


...


>The moral?  The pawn hole code definitely improved CB at shallow depths.
> But
>CB understood outposts and weak pawns and so forth, and going from 4-5
>plies
>to 9-10 plies made that pawn-hold code simply a "double penalty" because
>it
>got a penalty for the hole, plus it got a penalty when it saw how to
>utilize
>that hole.  I've been careful since, although on ICC this is a problem
>since
>we play game in one minute as well as game in one hour or more...  :)


This is a nice anecdote but I wouldn't take it too far.  It sounds like
you're a strong believer in tunning your evaluation per level.  Do you
think it will have to change significantly again when you are doing
15 or 20 ply?

I find your conclusions hard to believe although the story rings quite
true, I've had similar experiences.  It's wise to suspect the last
changes you made when there is a problem.  But saying this was good
code for 5 ply searches but bad for 10 ply searches is quite a stretch
for me, especially since you believe it was a significant amount in
both directions.   I'm just guessing but is it possible you didn't
evaluate the initial code change properly?  Now THAT would be easy for
me to believe because it sounds like someone we can all relate too!

I have a similar story with bishop mobility.  It looked like a great
thing for shallow searches and bad for deep searches.   I was mislead
though by looking at the games.   I see a position where the bishop
does a stupid thing and I'm ready to scrap it.  It turns out the
algorithm hurt that position.  But every heuristic will hurt some
positions because no one has perfectly balanced evaluation.  They
are all guesses, seat of the pants judgements and never take enough
things into consideration.  After really properly testing the bishop
mobility thing it turned out to always be good, it was just unclear
whether it was worth the extra time when you looked deep enough to
resolve the matter in other ways!

But I don't think anyone really knows.  It's very much a black art as
someone once said.  That's why no two programs are the same.

>I remain convinced that evaluation and search depth go hand-in-hand.

I remain convinced that I don't know one way or the other.  I think
finding out (and more importantly finding out WHY) will help all our
programs  get better.

Do you have some thoughts on which evaluation weights should increase
or decrease with depth?   If you really believe this stuff, help me
come up with a body of theory that describes and predicts it.  I'll
offer a starting proposal which you guys can refute or improve on:

   1. Material
   2. Pawn structure

   3. King safety
   4. Time
   5. Space

Some masters break chess down into these 5 elements.  Material and
Pawn structure are considered Static features and the rest are
considered
dynamic.  Static features tend to be more long lasting and do not change
too much with equal material exchanges, but dynamic things change
quickly
with equal exchanges.  Another way of looking at them is that you may
notice you are always trying to convert 3,4 and 5 into 1 and 2.  King
safety you try to convert to checkmate which is the ultimate win of
material, but often your opponent will avoid getting mated by giving
you some material.

My hypothesis is that your program should de-emphasize
dynamic features with increasing depth and emphasize static ones.  We
will
consider trying to figure out pins and forks as "TIME" which is a
dynamic
feature.  Time is initiative and involves threats and such.  My own
experience is that resolving these does seem to be worth more at shallow
depths but worthless with deep searches (despite my skepticisms.)

The 5 elements can be broken down many ways and some masters use 4
elements
not counting king safety and I'm sure we could break them down finer if
we wanted too.  But this is the general idea.

What do you think?  Pure bullshit or is there something to this?


-- Don

















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