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Subject: Re: What do programs do more often(sacrifice or blunder)?

Author: Vincent Diepeveen

Date: 12:18:04 08/13/02

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On August 13, 2002 at 07:23:38, Uri Blass wrote:

>My definition for a sacrifice or blunder
>is a move that lose material based on
>the depth that programs can see.
>
>The definition of losing material is based on
>the material values 1,3,3,5,9.

with all respect but your table is outdated in advance.

  a) 2 rooks are weaker than a queen in 99.9% of all cases
     the computer sees 2 rooks for a queen
  b) this table indicates that giving away 2 pieces for a rook+pawn
     is great
  c) giving away a piece for 3 pawns is great according to this
     table, especially if we know that one of the 3 pawns gets
     a passer

So the definition is not correct!

In diep queen = 11.5 pawns
        rook  =  5.5 pawns
        piece =  3.6 pawns

and i have special cases to catch weird cases which sometimes happen.

>For a clear definition we need to compare
>the evaluation of a program with mainly material evaluation before and after the
>move when we give it an hour to search.
>
>A program with mainly material evaluation is defined to be
>a program with positional scores
>that are always smaller than 0.5 pawns.

again a wrong assumption. Some very old
programs (like some at dedicated machine) have like 2 extra
rules in evaluation which always is like "if passer on 2nd row
then score += 3.0"

In short especially a few very materialistic beancounters are tuned
to very high scores, whereas others with loads of chess knowledge
usually are more relaxed in this respect.

>The definition of losing material moves may be dependent
>on the hardware that is used and the quality of the
>search rules of the program that is used.

First throw your definition away and start rephrasing.

>I define wrong sacrifice to be a blunder(the decision if a sacrifice is wrong
>is a human decision).
>The question is if we expect to find majority of blunders or
>majority of sacrifices in interesting positions from computer games(positions
>when the game is already decided are not interesting).



>Uri



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