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Subject: Re: Chess programming: A statistical approach

Author: Dann Corbit

Date: 11:22:43 04/05/04

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On April 05, 2004 at 08:26:08, Andrew Wagner wrote:

>
>I'm taking this intro to calc-based statistics class this semester, and it got
>me thinking. We tend to generate a lot of statistics during a game. In fact, we
>could generate a LOT more. But we do very simple things with these statistics.
>For example, we might add some bell or whistle to the search, notice that it
>doesn't show any obvious increase in NPS or move ordering, or whatever we were
>hoping for, and ditch it. That's an extremely simple analysis of the statistics.
>I'm wondering if anybody has done any more advanced statistical work in figuring
>out what factors are important to winning a game. Here are two examples I
>thought of:
>
>    1.) Using advanced statistics to calculate better values to be used in
>static eval. What if we took a ton of super-gm games, and generated a slew of
>statistics about each game like number of moves white has an isolated pawn on,
>or number of moves black keeps his king-knight, and so on. Then do a
>multi-variate analysis to determine whether any of those things have an effect
>on the probability that white or black will win. Unfortunately, this math is a
>little above me at this point, and maybe someone else has tried it, I don't
>know. It's an interesting idea to think about, though.
>
>    2.) Some quantitative analysis of the speed vs. knowledge question. We have
>the speed number readily available, in the form of NPS. If we could find some
>way to quantify the amount of knowledge we build into an engine, we could easily
>find some kind of ideal balance. Think about it: this kind of thing is done all
>the time in many fields. Mathematically, this kind of optimization should not be
>all that hard, if we can come up with good numbers to use.
>
>     So, what do you think? Anybody heard of such a project before? Do you all
>think it would work? I'd be interested in any thoughts you have. Andrew

I have code that does a parabolic least squares fit for evaluation parameters.
You can tune it to do anything that way, but the problem is --> that will be
what it is good at.  So (for instance) I can tune it to test suites and it will
slaughter them, but in real games it takes a pounding.



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