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Subject: Re: Fine 70 same 7 engines (more)

Author: Dave Gomboc

Date: 23:09:45 09/12/01

Go up one level in this thread


On September 11, 2001 at 17:43:44, Robert Hyatt wrote:

>On September 11, 2001 at 17:12:16, Bruce Moreland wrote:
>
>>On September 11, 2001 at 15:04:28, Robert Hyatt wrote:
>>
>>>On September 11, 2001 at 12:54:32, Bruce Moreland wrote:
>>>
>>>>On September 11, 2001 at 11:40:22, Rafael Andrist wrote:
>>>>
>>>>>On September 11, 2001 at 10:36:00, Robert Hyatt wrote:
>>>>>
>>>>>>On September 10, 2001 at 13:37:58, Rafael Andrist wrote:
>>>>>>
>>>>>>>On September 07, 2001 at 13:41:57, Robert Hyatt wrote:
>>>>>>>
>>>>>>>>I did this in Cray Blitz _many_ years ago (coordinated squares is the term I
>>>>>>>>hear used most often).  And I was amazed that it took longer to find the right
>>>>>>>>move.  After a mountain of debugging output, I discovered what I mentioned
>>>>>>>>previously...  "hash grafting" (the art of grafting parts of the tree from
>>>>>>>>one zone to another by using the hash table) was helping the dumber version,
>>>>>>>>but not the smarter one.
>>>>>>>>
>>>>>>>
>>>>>>>You mix some things together! Knowledge about opposition is only one of the
>>>>>>>tools you need to to construct a system of co-ordinated squares (german:
>>>>>>>Gegenfeldsystem). If you implement this correctly, you should find the correct
>>>>>>>move instantly i.e at ply 1 as my chess program Wilhelm does.
>>>>>>>
>>>>>>>Rafael B. Andrist
>>>>>>
>>>>>>
>>>>>>You find the right move instantly...  But you don't _know_ it is the right move
>>>>>>until the score jumps.  It _could_ just be a draw.  And in the case of Cray
>>>>>>Blitz, using coordinated squares, it took 25-26 plies to see the big score.
>>>>>>It saw the right move normally at around ply=18 with the +2.5 score.  With
>>>>>>the coordinated squares stuff, it got the Kb1 move instantly, but the score
>>>>>>didn't reach +2.5 until 7-8 plies longer than the simple version.
>>>>>>
>>>>>>That was the point.  The better the move ordering, the less "grafting" helps
>>>>>>a shallow search find a deep solution.
>>>>>
>>>>>I now by eval from ply 1 that i win a pawn. In Fine 70, White is already a pawn
>>>>>up, so I get instantly an evaluation around 2.
>>>>>
>>>>>Rafael B. Andrist
>>>>
>>>>Nobody has written an article on how to use coordinate squares in a chess
>>>>program.  If you write this up, I bet the ICCAJ would publish it.
>>>>
>>>>bruce
>>>
>>>
>>>What I did was pretty simple... and was very similar to what I do in pawn-only
>>>endings in Crafty.  IE detecting/maintaining opposition.  Note that I didn't
>>>keep this code in Cray Blitz.  It was just something that Harry or someone
>>>suggested that I try to see what I thought.  I ran into problems in that in
>>>some cases, staying on the right "square" is the grossly wrong plan, when you
>>>do that rather than centralizing.
>>
>>I don't think that coordinate squares have anything to do with maintaining
>>opposition.
>>
>>bruce
>
>Of course it doesn't.  I do opposition in crafty.  The coordinate squares idea
>came from Ivan Bratko (from the Bratko/Kopec test from the early 80's) in a
>conversation we had in 1984 in London at the Levy vs Cray Blitz match.  Didn't
>mean to 'connect' the ideas at all, other than if you look at many of the
>endgame books, they explain coordinate squares in pretty simple terms, that is
>pretty easy to compute just like normal/distant opposition.  But it doesn't
>(in the cases I have studied) guarantee the win of material, which is what I
>didn't understand in the post I queried.
>
>I should say that coordinate squares is related to opposition, as it does
>translate to opposition in many cases, after a lot of moves.

The opposition is a special case of coordinate squares.

The theory of coordinate squares have existed since long before 1984.

Dave



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