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Subject: Re: Junior-Crafty hardware user experiment - 19th and final game

Author: Robert Hyatt

Date: 18:44:07 12/23/03

Go up one level in this thread


On December 23, 2003 at 18:25:26, Christophe Theron wrote:

>On December 23, 2003 at 09:49:27, Anthony Cozzie wrote:
>
>>On December 23, 2003 at 08:50:51, Amir Ban wrote:
>>
>>>On December 23, 2003 at 08:09:34, Uri Blass wrote:
>>>
>>>>On December 23, 2003 at 06:47:18, Amir Ban wrote:
>>>>
>>>>>
>>>>>Thanks for running this match and for the interesting commentary.
>>>>>
>>>>>My point in playing this match was never to show how weak crafty is, but
>>>>>something different: Too many programmers and posters in this forum take the
>>>>>speed issue way too seriously. They don't understand the importance of
>>>>>evaluation, and when they do think about it, they think it's about pawn
>>>>>structure and a few super-rare endgame tableaus.
>>>>>
>>>>>I also needed to check that I've not been wasting my efforts in the last few
>>>>>years.
>>>>>
>>>>>Merry Christmas and Happy Hanukka,
>>>>>Amir
>>>>
>>>>I do not claim that evaluation is not important but my opinion is that search is
>>>>not thing that is less important.
>>>>
>>>>I also know that inspite of the fact that you say that evaluation is important
>>>>your evaluation takes only 20% of Junior's time(I do not know about latest
>>>>Junior but I know about previous post of you).
>>>>
>>>
>>>Less than 10% in most positions.
>>>
>>>
>>>>How is it possible?
>>>>
>>>>Did not you find important things to evaluate that it is simply impossible to
>>>>evaluate them fast?
>>>>
>>>
>>>There are many things I can do basically for free in my framework. There are
>>>things that break the model, and either are neglected or if considered critical
>>>get done outside it.
>>>
>>>
>>>>For example let talk about pieces that are in danger of being trapped because
>>>>the opponent control every square that they can goto.
>>>>
>>>>There are cases that you need to search many plies forward to see by search that
>>>>they are really trapped but a good evaluation should detect the danger.
>>>>
>>>>Correct me if I am wrong but I guess that you do not evaluate this information
>>>>in every node that you evaluate otherwise you cannot be faster in nps than the
>>>>opponents.
>>>>
>>>>Did you consider to evaluate this information or do you think that this
>>>>information is not important?
>>>>
>>>
>>>I do this for some important special cases. Not in the general case. It's hard
>>>for me to guess how productive that would be.
>>>
>>>
>>>>I think that evaluating expensive information in part of the cases is probably
>>>>the best practical idea.
>>>>
>>>>Based on my understanding Rebel is using that idea when it evaluates every node
>>>>before qsearch by full evaluation and use lazy evaluation after it when the lazy
>>>>evaluation can miss only factors that were not relevant before the qsearch.
>>>>
>>>>Do you use a similiar idea?
>>>>
>>>
>>>No.
>>>
>>>You are confusing between the evaluation elements and its result. Both are
>>>important, but it's still true that your evaluation of a position can use a lot
>>>of smart and correct elements and be totally off, and it is equally true that it
>>>can be right though neglecting a lot of important stuff.
>>>
>>>Amir
>>
>>
>>It seems like you and Christophe have some tricks up your sleeve.  He's been
>>making comments like this for some time about his new 'Fugu' thing.  It looks
>>like I'm going to have to do some serious thinking :)
>>
>>anthony
>
>
>
>The basic thinking with Fugu is that I'm fed up of evaluating every position. I
>want Chess Tiger to be able to understand which positions do not need more than
>a pure material evaluation, and which positions must be evaluated positionally
>very precisely.
>
>Another idea is to have an engine that performs two searches at the same time: a
>very deep, full speed tactical search, and a less deep, very slow positional
>search. The problem is what to do with the two results when they differ... :)
>
>
>
>    Christophe

Look at Shaeffer's stuff on Sun Phoenix.  He had problems getting reasonable
efficiency on a distributed search with an old 10mbit ethernet LAN, so he
split the system into two parts, one that searched normally, one that did a
fast tactics-only search.  And he reached the same conclusion.  What to do
when they disagree.  Or when the positional search says "play X" and the
tactical search says "X sucks".  :)

I don't like the concept myself, but perhaps it can work.




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