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Subject: Re: What's the Secret to Shredder 7.04 Success?

Author: Uri Blass

Date: 16:10:07 05/04/03

Go up one level in this thread


On May 04, 2003 at 18:49:44, Sune Fischer wrote:

>On May 04, 2003 at 17:41:30, Dieter Buerssner wrote:
>
>
>>I agree with Uri, that there are many cases, where one can avoid the (time
>>overhead induced by) TB-probing. For example almost all 4 vs. 1 TBs would fit
>>this.
>
>I am not convinced.
>I thought a long and hard about how to implement that imfamous draw KBP-K, where
>pawn(s) are on the rook file and bishop of the wrong color.
>
>The problem is not in detecting the specific case(s) as such, the problem is in
>detecting this along with possibly 30 other common patterns, and to do it
>quickly enough to not slow down the engine significantly.
>
>This is where the tables have an advantage IMO, it is one check that checks for
>it all. And if you use enough cache TBs are quite fast.
>
>I don't see how a similar trick can apply to general patterns, because they are
>so vaguely defined compared to TB positions.
>
>I think the best one can do is to build a kind of log2 pattern detector, if you
>know what I mean. Perhaps it's not overly expensive, but I still question its
>value if the engine is already running with TBs, certainly there must be
>redundancy somewhere.
>
>>But, one really has to be careful. I think, knowledge, that is correct in
>>only 99% of the cases will hurt here. Sooner or late the opponent will find the
>>hole in your knowledge (I have seen practical cases, where engines lost because
>>of seemingly clever knowledge, that did not apply exactly, while a stupid engine
>>would have easily reached a draw, even without any understanding/knowledge of
>>the position).
>
>I think "bad" is a relative term here. If it helps in 99% of the cases and loses
>in 1%, I'd still use it. :)
>
>>TBs can help, to design perfect knowledge. One can test the "knowledge function"
>>vs. the perfect knowledge of TBs, and find any exception. I did this for the
>>latest version of Yace, for some easy positions with 4-men. For example N vs. P.
>>Typically, the N cannot win, but sometimes it can (when the P is a rook P and
>>the K is in a bad pos). With some rechecking against TBs, it was not difficult,
>>to find rules, that include all exceptions. Note, that this does not mean, that
>>the engine can statically evaluate all positions correctly. But it can delay
>>pruning, which will be enough in many cases (and will be not worse, than not
>>trying to "apply" the knowledge anyway).
>>
>>There are quite a few other subtle points, that can be considered here. Recently
>>an interesting position was shown in this forum, where a TB equipped engine
>>refused to take a pawn in KPPPKR, and thereby lost. Similar other scenarios are
>>possible.
>
>Was there ever offered an explanation as to why that happened?
>I certainly think it is a stretch to draw the conclusion that TBs are bad
>because there is an exception. I think it'd be more rewarding to find out why
>they choose a faulty drawing move, to understand why the TBs mess it up.
>
>Without TBs or any other kinds of knowledge the engine has (I bet) a positive
>score for the rook side, and that is just as bad, in principle.
>
>-S.

The reason is simple.
Correct knowledge is not always better because the order of evaluations is also
important.




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