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Subject: Re: Knowledge again, but what is it?

Author: Amir Ban

Date: 02:15:06 02/26/98

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On February 25, 1998 at 15:19:50, Don Dailey wrote:

>On February 25, 1998 at 13:06:36, Amir Ban wrote:
>
>>On February 25, 1998 at 11:29:06, Don Dailey wrote:
>
>>>In general, I believe many positional terms should change
>>>in value when material is not close to zero.  Another way
>>>of viewing this is to say "don't be as eager to hunt pawns
>>>if you are already have extra material."   It's the same
>>>concept.
>>>
>>>
>>>- Don
>>
>>
>>I've also done some work on this. It seems that the most natural
>>probability mapping is: 1 / (1 + exp(-x/c)), where x is your eval and c
>>a suitable positive constant for scaling. It meets the necessary
>>boundary conditions and symmetry requirements.
>>
>>I don't think I agree with your statement on needing to change
>>positional terms according to the base score.
>

I'm just answering your paragraph which I left undeleted above.


>I'm not clear  what you mean.   Do you mean giving  a term more weight
>for  one side if that side  is down?  If so,  then I admit it's just a
>guess, but I feel like it might help.
>
>>                                              Actually with this
>>function it makes perfect sense for them to be simple additives. If you
>>see how it behaves, you will see that a small fixed increment will
>>change 50% to 60%, but 99% to only 99.2% and 0.8% to 1% (just offhand
>>examples). I.e. they don't affect the expected outcome seriously unless
>>it's reasonably even.
>
>I think  one us is missing  the point (maybe me.)   If  you are a pawn
>down, it might seem like getting a passed pawn  will be worth more but
>in  fact nothing is really happening.   There is equal scaling for all
>terms and  I beleive the program  will play identically if  we replace
>the  evaluation with f(eval)   where   f is your  probability  mapping
>function and eval is the current static  evaluator.  Any two positions
>using either scoring function will compare the same way.
>

As my example shows, the exponential mapping means that an additive term
would change the expectation most when the position is even, and very
little if it is very uneven. This is in accordance with reality so the
mapping makes sense, and adding positional terms as constants makes
sense.



>But now a good question is: What does  the probability measure?  Is it
>the  probability that  the computer   will win?   I think the  correct
>interpretation should be  "the probability that the  position is a won
>position."  A dead draw should  be considered as 50% of  a win, or 50%
>probability  of  winning.  If we   say  it's the probability that  the
>computer will win, then it's  completely ambiguous, because we do  not
>know what assumptions to make about the strength of  the opponent!  If
>Cilkchess is down half a pawn against most humans then it's chances of
>winning are still  greater than 50%.  Another possible  interpretation
>is the probability of winning against an equal opponent (whatever that
>is!)
>

I thought this question would come up. I don't think there is any
problem in defining the probability. For a single position, talking
about probability is meaningless (that's usually the case with
probabilities), but for many positions, it does. Here's a precise though
theoretical definition: Take all the positions that you evaluate as x,
lookup their game-theoretic value in your 32-piece tablebase, and
average. This is the true outcome expectation (or probability) of your
x-evaluation, and it should be compared to what your probability mapping
says for x, that is, what you thought an x score means. E.g. you may
think a value of +4 means you score 98%, but looking at all positions
that you value +4, you find that they really score only 93%.

Practically, this can be approximated by scanning game databases.

Amir



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