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Subject: Re: A pondering idea... [a more clear {hopefully} example]

Author: Uri Blass

Date: 09:34:11 09/28/01

Go up one level in this thread


On September 28, 2001 at 10:53:13, Robert Hyatt wrote:

>On September 28, 2001 at 02:09:11, Uri Blass wrote:
>
>>On September 27, 2001 at 23:42:31, Robert Hyatt wrote:
>>
>>>On September 27, 2001 at 17:48:32, Peter Fendrich wrote:
>>>
>>>>On September 27, 2001 at 15:12:43, Roy Eassa wrote:
>>>>
>>>>>On September 27, 2001 at 12:13:10, Peter Fendrich wrote:
>>>>>
>>>>>>On September 26, 2001 at 21:45:46, Robert Hyatt wrote:
>>>>>>
>>>>>>>On September 26, 2001 at 20:32:58, Dann Corbit wrote:
>>>>>>>
>>>>>>-- snip --
>>>>>>
>>>>>>>If you correctly predict your opponent's move at least 50% of the time, or
>>>>>>>more, then the way we currently ponder can _not_ be improved on.
>>>>>>
>>>>>>I don't agree if that's what you really mean. "can _not_ be..." is hard to prove
>>>>>>in this case. In theory at least you can do better. The _average_ hit rate is
>>>>>>>50%
>>>>>>If you know that this hit rate vary with different circumstances you will find
>>>>>>out different hit rates. If we could separate out cases with very low hit rate
>>>>>>it might be succesful with another scheme for just these cases. I've never
>>>>>>tested this but it would be interesting to see the hit rate for "consistent"
>>>>>>FH's (survives several iterations) compared to the rest. The hit rate for
>>>>>>pondermoves giving about the same evaluation as before is probably higher (much
>>>>>>higher?).
>>>>>>I can think of other types of cases as well.
>>>>>>Has anyone computed the figures for different cases like this?
>>>>>>
>>>>>>I would like leave this "can _not_ be..." open until at least some test like
>>>>>>this is done.
>>>>>>
>>>>>
>>>>>
>>>>>The factor that causes the engine to be unsure of the move it selected to
>>>>>ponder, is the SAME factor that makes pondering multiple moves less useful.
>>>>>
>>>>>If there are several moves that are all about equal, then there are, by
>>>>>definition, also several moves among which you must divide your time pondering.
>>>>>Thus even if you were only 20% sure of your opponent's move, it still does not
>>>>>make sense to split your pondering time because each likely move would then get
>>>>>no more than that same 20%.
>>>>
>>>>Yes, I buy all that. My intention was to oppose to the "it's impossible"
>>>>statement. You are talking about some general case. There is no reason why each
>>>>move has to be 20% because the first one is. That's why I'm talking about
>>>>isolating cases where the other move might be better. Another question is what
>>>>happens if the ponder move has only 10% or 5% probability.
>>>>I have no proofs that these cases are possible to identify but I'm still open
>>>>for it, until I know better...
>>>>//Peter
>>>
>>>
>>>
>>>The question is, what would cause that 10%.  IE this is all speculation since
>>>we won't know whether the opponent will match or not, until he makes a move...
>>>
>>>But based on collected statistics, Crafty _always_ predicts at well over 50%
>>>accuracy.  And as long as that is possible, I don't see any way possible to
>>>better utilize pondering time.  Because it will _always_ be right over 50% of
>>>the time and save that time.
>>>
>>>Here is a test scenario:
>>>
>>>1.  Assume my opponent _never_ predicts my moves correctly.  IE crafty is the
>>>only one that ever predicts a move.  In this case, crafty is the _only_ player
>>>that will save any time pondering.
>>>
>>>2.  Assume Crafty predicts correctly 60% of the time, and the game being played
>>>is such that it has one minute per move, fixed, to make it simple.  Then it
>>>will average saving 36 seconds per move over the game, based on that 60%
>>>prediction rate (.60 * 60 seconds).
>>>
>>>Now, given those two constraints, give me an algorithm that will save more
>>>than 36 seconds per move, on average...  You can assume anything you want,
>>>just so you don't violate the 60% prediction rate already given.
>>
>>No problem
>>
>>Suppose that you have an algorithm to tell you in 10% of the cases that the
>>probability to ponder correctly is only 1%(I do not know about an algorithm to
>>do it but it does not mean that there is no algorthm to do it)
>>
>
>
>That won't fly.  No "oracles" allowed here.  I want a _specific_ algorithm
>that will beat that 60%.  If I have an oracle then I can predict right 100%
>of the time.  That is a circular argument.

If you know in 10% of the cases that your prediction is probably wrong it does
not mean that you can predict right in 100% of the time but only that you can
predict better than 60%

in this case even choosing another random move to ponder in the 10% of the
cases(assuming that there are less than 100 legal move) may be a better strategy
than
pondering on the expected move.
>
>
>
>>It does not violate the 60% prediction rate because you may have probability of
>>almost 70% to predict the corect move in the rest of the cases.
>>In this case it may be better to ponder the root move in 10% of the cases.
>>
>>
>>I think that you can evaluate the probability that you ponder correctly based
>>on the move that you ponder better.
>>
>>For example I guess that the prediction rate when you predict waste tempo move
>>is smaller than the normal probability but I do not think it is something near
>>1%.
>>
>>If the last move was Ra1-b1 and crafty ponders on Rb1-a1 or Rb1-c1 then I guess
>>that the prediction rate is lower than the normal prediction rate.
>
>
>Not against computers, for one counter-example...

Do you have statistics that it is not against computers?

It is possible that the computer opponent has a different evaluation function
than crafty and the plan push it to play for an attack when Crafty expects it to
play for a repetition.

I think that using the history in the specific game may be also productive

Example:Suppose crafty failed to ponder correctly in 7 out of the last 10 moves
when the evaluation from Crafty's point of view often starts from a positive
number and goes down to 0.00 in these moves

In this case you may suspect that the opponent has a different evaluation and if
Crafty expects a repetition line you may suspect that the opponent has a
different evaluation and is not going to play for a repetition line.

Improving the pondering is not simple and I do not say that you can get a lot of
improvement but I do not think that it is right to assume that it is impossible
without investigation of it.

I can understand if you say that you do not want to waste time for an estimated
improvement of 1-2 elo that you may earn.

Uri



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