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Subject: Re: Crafty is SLOW!!!

Author: Matthew Hull

Date: 13:17:19 09/12/03

Go up one level in this thread


On September 12, 2003 at 15:56:22, Bob Durrett wrote:

>On September 12, 2003 at 13:39:55, Uri Blass wrote:
>
>>On September 12, 2003 at 12:56:56, Bob Durrett wrote:
>>
>>>On September 12, 2003 at 11:00:58, Matthew Hull wrote:
>>>
>>>>On September 12, 2003 at 08:43:02, Bob Durrett wrote:
>>>>
>>>>>On September 11, 2003 at 21:43:05, Robert Hyatt wrote:
>>>>>
>>>>>>On September 11, 2003 at 21:19:30, Bob Durrett wrote:
>>>>>>
>>>>>>>I have been comparing the top engines [on the same computer] by evaluating the
>>>>>>>same position, sequentially, with each engine.  Many examples so far, but in
>>>>>>>every case the time required to get to a given search depth is MUCH longer for
>>>>>>>Crafty.  Why is that?  Also, does it matter in terms of playing strength?
>>>>>>
>>>>>>Why is that?  Different pruning rules.  Commercial programs are doing some
>>>>>>interesting forward pruning stuff.  The only forward pruning I am using is
>>>>>>null-move.
>>>>>
>>>>>I guess the "theory" is that successful pruning [forward or otherwise] is that
>>>>>time is not wasted in evaluating inconsequential [i.e. irrelevant in the search
>>>>>for the "best move"] moves and branches.
>>>>>
>>>>>The "64 Million Dollar Question" is:  "How does a programmer know that his
>>>>>pruning strategy is good?"  The technical goal of such strategies must be to
>>>>>decrease the time to reach the correct move while holding the probability of
>>>>>error to within some acceptable limits.
>>>>>
>>>>>The answer must be in extensive testing.  Maybe, too, some theoretical
>>>>>considerations might help with finding the answer.  Perhaps, ultimately, the
>>>>>answer must be expressed statistically?
>>>>
>>>>
>>>>>
>>>>>Clearly, if a good pruning strategy exists, then the programmer is remiss if
>>>>>he/she does not find and use it.
>>>>
>>>>
>>>>
>>>>Hey now, Bob D.  Are you scolding the professor?  I've always found it prudent
>>>>not to underestimate (much less lecture) those with experience.
>>>>
>>>>MH
>>>>
>>>>P.S.  "Old age and treachery will defeat youth and skill."
>>>
>>>I am older than Bob Hyatt, so I have more "experience" than he does.  : )
>>>
>>>On a more serious note, I am a USER of chess software as I have said here many
>>>times.  Currently, I am embroiled in doing a comparison of the top engines
>>>[Shredder 7.0.4, Tiger 15, Deep Junior 8 (used on a single processor PC), Fritz
>>>8, and Crafty 19.03.]  This comparison is from a USER PERSPECTIVE.  In each
>>>case, I am using the engine as an analysis engine running under Chessbase 8 so
>>>that differences in the native GUIs are transparent.
>>>
>>>The method of comparison is to analyze games [of a friend] where each move of
>>>the friend's game is evaluated by each engine.  I am allowing each engine to
>>>reach a depth of no less than 16 for each move.  I have analyzed about ten games
>>>this way.  [That's a lot of moves!]
>>>
>>>Certain patterns are becoming apparent:
>>>
>>>(1)  It takes Crafty a lot longer to reach depth = 16 than the others.
>>>
>>>(2)  Shredder consistently gives position evaluations which are INCONSISTENT
>>>with those given by the other engines.  [Shredder gives larger absolute values.]
>>
>>It means nothing.
>>The meaning of +2 of shredder is simply different than the meaning of +2 of
>>other engines.
>
>Uri, that IS useful information for me if you mean that the choice of the move
>is not impacted.  It confirms my intuition in the matter.
>
>There is another consideration.  As a user, I wish to know whether a position
>should be evaluated as -+, -/+, -/=, =, +/=, +/-, or +-.  These symbols are in
>widespread use in the published literature and their definitions have been
>around long before chess engines and have nothing to do with the way chess
>engines work.
>
>The programmer of each engine [or GUI?] must decide how to convert the numerical
>position evaluation score to the appropriate evaluation symbol.  Perhaps there
>has been an unwritten convention adopted by most engine/GUI designers?  For
>whatever reason, Shredder 7.0.4 often says a position is +- when the other
>engines are saying +/-.  Similarly, Shredder says +/- when the other engines are
>saying +/=, =, or even -/=.  This is a real problem for a USER of chess analysis
>engines because the user's subsequent decisions regarding the use of the
>moves/lines can be thrown off the mark.


I think you might get a similar variation from different Grandmasters, too.
Yes?

Just look at the controversy over DB/Kasparov games.  You have GMs and IMs all
over the map on some of those games.

MH


>
>I use the analysis engine as a starting point and then try to understand the
>"inner workings" of the position by additional evaluations and trying to explain
>to myself [and others] what is going on in the position.
>
>A chess engine which leads me astray right from the very beginning is worse than
>useless!
>
>Bob D.
>
>
>>
>>It can be easily fixed by dividing the evaluation of shredder by a constant.
>>>
>>>(3)  The "best move" selected by DJ is often different from that chosen by the
>>>other engines.  It often happens that the other engines all agree on the same
>>>move.  DJ is a "dark horse" in this respect.  It should be noted that DJ jumps
>>>to a higher depth very quickly, giving doubt as to what DJ's depth display
>>>actually means [from the user perspective].
>>>
>>>Bob D.
>>
>>Junior depth does not mean plies.
>>
>>Uri



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