Author: Uri Blass
Date: 15:42:12 12/29/03
Go up one level in this thread
On December 29, 2003 at 18:02:42, Tord Romstad wrote: >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. > >My experience is very different -- I've found that tactics are important at all >time >controls. The explanation is probably partly that my engine is not as strong as >Zappa >(tactics tend to be more important in games between weaker engines), and partly >that Gothmog's style often leads to wild positions with many tactical >opportunities >for both sides. > >But still, I think Uri is right that tactics are important for strong engines as >well, >even if it is not as visible. A top engine might be able to avoid being crushed >by >a tactical shot, but it could still happen that one engine discovers a >combination >one move later than its opponent, and is forced to make some positional >concession >in order to avoid the combination. Even when the whole game looks purely >positional, there will often be important tactics hidden in variations which >were >never played out on the board. > >>>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. > >Of course. I just don't find that type of challenge very interesting. To me, >the >main purpose of chess engines is to serve as enjoyable opponents for human >players, not as tools to beat other chess engines. > >>>>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. > >It is and will always remain just a hobby to me, too. :-) > >We clearly have very different goals with our engines. I am not a very >competitive >person, and I have no ambitions of creating a strong engine. Playing an >interesting >game is good enough to me. I see that your engine improves very fast so it seems to me that inspite of what you say you are a competitive person(at least more than the programmers of other engines like Chispa,Terra,Frenzee,Scidlet,KnightX,Butcher. > >>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, > >I understood that, of course. I also hope my post didn't look aggressive in any >way -- that was certainly not my intention. > >>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? 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. > >Doing a reduced-depth search for bad-looking moves (possibly with a re-search >if the move surprisingly turns out to fail high) is not the same as static >pruning. Of course. Maybe I did not understand what was the meaning of static tricks. I thought using the static evaluation for decision if to prune(I consider searching to reduced depth with a possible research as pruning). >I don't do any static pruning at all except in the last 3 plies before the >horizon. I do it in the last 5 plies but the cases when I do it not in the last 3 plies are very rare(one of the conditions to do it not in the last 3 plies is that the static evaluation is more than 16 pawns bigger than beta for the side to move). Uri
This page took 0 seconds to execute
Last modified: Thu, 15 Apr 21 08:11:13 -0700
Current Computer Chess Club Forums at Talkchess. This site by Sean Mintz.