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Subject: Re: What Makes a Chess Engine Better Vs Humans?

Author: Don Dailey

Date: 10:15:47 09/06/98

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On September 06, 1998 at 10:18:46, Enrique Irazoqui wrote:

>On September 05, 1998 at 18:10:01, Don Dailey wrote:
>
>>I have always been interested in this question of intransitivity
>>between humans and chess programs.   A lot of people claim, almost
>>always based on some anecdotal evidence, that various programs
>>are much better or weaker  against humans or other programs and
>>that huge intrasitivities exist.   My own thinking is that this
>>is minor, but I know I'll get a lot of disagreement here.
>>
>>I can't tell you how many times I have heard this type of
>>conversation:  "I played a game with program
>>X and got crushed, then I played a game with program Y and
>>won easily.  But when I played the two programs together,
>>program Y demolished program X."   From a measly 3 games
>>can you come to the conclusion that program X is not very
>>strong against other programs but is "crushing" against
>>humans?
>>
>>But once you form a conclusion, then you start noticing the
>>events that reinforce your conlusion and you minimize the
>>events that do not.  Usually, the opinion propogates to other
>>people if it gets stated enough times.
>>
>>Here are the ones I have heard but have serious doubts whether
>>they are true, or at least crystal clear:
>>
>>  1. Novag machines a much better against people but no good
>>     against other programs.
>>
>>  2. Genius is not very good against people but crushes other
>>     computers.
>>
>>  3. Genius is particularly good aginst people, but just so-so
>>     against other programs (yes, I've heard both cases stated
>>     as facts.)
>>
>>  4. Deep Blue will crush any computer but is not much better
>>     that micro programs against humans.
>>
>>  5. Any kind of forward prunning or selectivity will help a
>>     lot against humans but is not so good against computers.
>>
>>  6. Same as 5 but reversed.
>>
>>
>>- Don
>
>Also heard (often): fast searchers will do better against programs, while
>knowledgeable programs will do better against people.

That is a good one!  I forgot to mention this one, I've heard it a lot
of times too.   I think this one is based on the idea that computers
ALREADY outsearch humans, but need to play "catch up" positionally.  It
is easy to imagine someone reasoning this way and thus drawing this
conclusion.  I think this kind of reasoning is a fallacy although I
have no idea if the original assertion is true or false.  Except I
do believe that either way it's probably quite minor.

I really think we have a long way to go in terms of how to think about
these things.  We have not developed the correct terminolgy to even
talk about it.  For instance:  What is positional play?  What is tactics?
What is a combination?  You will get a different answer from each one
and the answer will not be one that can be used in any kind of proof.

Shall we try it on the group?   What is a combination?  Give an answer
that has no ambiguity whatsoever.   I have never seen one in any book,
but I've seen many attempts.  You may be able to come up with a strict
definition of what a combination is, but I'll be many will disagree
about what this definition should be.   Your definition will probably
not match peoples perception of what they think a combination is.



>I have seen no proof of any of this. I have seen no proof either of the
>supposedly huge difference between comp-comp and man-comp performance.
>
>Taking Aegon 91-97, not 40:2 but quite close to it, we have the following
>statistics (taken from Rebel's home page):
>
>               TOP 12 FOR THE MAIN-COMPUTER PROGRAMMES
>                               1991-1997
>  ----------------------------------------------------------------
>   1. Rebel                  +21    = 8    - 7     25/36   = 69.4%
>   2. Chess Genius           +15    = 9    - 6    19½/30   = 65.0%
>   3. Chessica (Fritz)       + 9    = 5    - 4    11½/18   = 63.8%
>   4. Hiarcs                 +16    = 6    - 8     19/30   = 63.3%
>   5. The King (Chessmaster) +22    =14    -12     29/48   = 60.4%
>   6. M-Chess Pro            +26    = 5    -17    28½/48   = 59.3%
>   7. Chessmaster (The King) + 8    = 5    - 5    10½/18   = 58.3%
>   8. Virtual Chess          + 9    = 3    - 6    10½/18   = 58.3%
>   9. Fritz                  +14    =13    - 9    20½/36   = 56.9%
>  10. Quest (Fritz)          +15    =11    -10    20½/36   = 56.9%
>  11. Kallisto               +17    = 6    -13     20/36   = 55.5%
>  12. Nimzo                  +12    = 6    -12     15/30   = 50.0%
>
>Knowledgeable and fast searchers seem perfectly mixed in.
>
>Taking only the slow man-machine games played since 1996 (Aegon 96/97 +
>Mchess-Efimov + Rebel-Anand), we have the following:
>
>                    Average Elo
>1996/1998   Games   of Opponents   Performance   Elo
>Nimzo        12        2402             71%      2570
>Kallisto     12        2359             71%      2527
>Rebel        20        2371             68%      2515
>Mchess       18        2368             64%      2480
>Zarkov       12        2320             67%      2456
>King         12        2259             71%      2427
>Morsch       30        2306             63%      2410
>Virtual      12        2367             54%      2399
>Hiarcs       12        2212             67%      2348
>Wchess       12        2181             63%      2285
>Genius       24        2203             58%      2267
>CST          12        2175             54%      2207
>Shredder     12        2170             46%      2138
>
>(Morsch = Fritz+Quest+Chessica)
>
>Few games to be conclusive, but again knowledge vs. speed doesn't seem to make
>the difference. In fact, I am unable to see any pattern in there that can
>support the opinions you mention above.
>
>I guess in most cases people base their opinions on subjective impressions, like
>having an easier time playing against a passive program than an hyperactive one,
>which makes them say "Mchess is much stronger than Genius against people", etc,
>while someone else can say just the opposite.
>
>My 2 cents out of common sense (but who trusts common sense?): it might (?) make
>sense to believe that an aggressive style (opening up the position, going for
>tactics) will improve the performance of a program against people. But even if
>this is true, it might make the program weaker overall. I mean, performance
>against people is not the only measure of strength. And in the games above, the
>most aggressive programs, like Mchess, the King and CST, are not the ones that
>did best... So, in this regard it seems we know next to nothing.
>
>Enrique

Those are great observations.  I thought I was the only one who felt
this way.  I want to point out that I don't believe it is impossible
to have this behavior, (I can by construction create 3 programs with
intransitive behavior)  I just don't think it's really happening very
strongly with modern programs.  We often (as humans) see patterns that
do not exist.


- Don






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