Author: Uri Blass
Date: 08:46:43 12/29/03
Go up one level in this thread
On December 29, 2003 at 10:35:35, Anthony Cozzie wrote: >On December 29, 2003 at 09:04:44, Tord Romstad wrote: > >>On December 28, 2003 at 22:18:04, Anthony Cozzie wrote: >> >>>In my personal opinion: The time of such static tricks has passed. When people >>>ran on a 386 and struggled to get 5 ply, extensions && pruning were critical. >>>Top programs nowadays get 14 ply. The simple fact of the matter is that >>>computers are almost perfect tactically. More depth now is purely for >>>positional benefit. Right now I'm trying to _reduce_ my extensions, not add >>>more :) >> >>By proceeding in the same direction, you will start adding reductions. :-) >> >>I disagree that computers are almost perfect tactically. In the comp-comp games >>I see, >>a high percentage of the games are decided by a tactical mistake by one of the >>engines. >>You may be right that the main importance of more depth is stronger positional >>play, >>but I don't see this as a reason to avoid using knowledge in the search. By >>pruning or >>reducing anti-positional moves with no tactical potential, you will search >>deeper positionally >>*and* tactically. > >In blitz, maybe. But at longer time controls even Zappa makes almost no >tactical errors. You simply do not see them but it does not mean that it does not make them. Tactical errors in calculations may mean wrong positional decisions. > >>You also once again make the mistake of believeing that everybody is only >>interested >>in making their engines play well on super-fast hardware. Programming a chess >>engine >>that plays well on a fast, modern PC is so easy that it is almost boring. In my >>opinion, it >>is much more interesting to invent techniques which do not require extreme speed >>of >>computation in order to work. > >Depends on how you define "well". Better than a human? easy. Better than >Crafty/Yace/Ruffian? more challenging. > >>>Thorsten and Ed have both said that Rebel plays better with the reductions off. >>>The only engine on ICC that uses his reductions is Chompster, and I've seen >>>chompster make errors on a 10 ply search that Zappa catches with a 6 ply search. >> >>When you start a sentence with "The only engine on ICC that uses ...", the >>statement will >>almost always be wrong, no matter how you complete it. Gothmog ("GothmogX" on >>ICC) >>doesn't use exactly the same reductions as Rebel, but it does many similar and >>often more >>aggressive reductions (for instance, I have no upper limit for the number of >>reductions in a >>single path). I'm sure you'll be able to find positions where Gothmog makes >>errors in a 10 >>ply search which Zappa catches with a 6 ply search, but I also think it is >>possible to find >>positions where the opposite happens. > >First of all, for me and I think you chess programming is a hobby, not a job. >We are free to do whatever we want: optimize for standard time controls and dual >opteron, or 2 minute bullet on a cell phone, or for playing an interesting game >of chess, or for being a good sparring partner for my grandmother, or whatever. >Being the competetive person I am, I try to make a strong engine, so that is my >viewpoint. > >Secondly, I am talking about strong chess programs. Commercials + top amateurs. > Ruffian made a tactical error at Leiden 2003. 1 error. And we were all >amazed because it happens so infrequently. When you get 14 ply, you just don't >make mistakes. You have to win with eval/book. > >Third, my point was not to derogate Chompster or Gothmog, but simply point out >that worst case performance is what matters. What do you think is stronger: 35 >14-ply searches and 5 8-ply searches, or 40 13-ply searches? No It is not the way that you describe. That is the >problem with all static tricks: Every now and again they are wrong, and when >they are wrong your program can lose the game in one swift swoop. > >I think it is possible to add 20-30 elo to your engine with static pruning. I think that it is possible to add clearly more than it and I believe that Gothmog already does it inspite of the fact that its static pruning is not close to be perfect. I will not talk about movei because there is a demage of not using hash tables for pruning that I do not know to evaluate but I believe that the potential of pruning is clearly more than 20-30 elo and I do not suggest to add pruning without testing it in games. Uri
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