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Subject: Re: Evaluation Autotuning

Author: Joachim Rang

Date: 11:16:23 06/28/04

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On June 28, 2004 at 13:10:06, Anthony Cozzie wrote:

>On June 28, 2004 at 12:50:23, Peter Fendrich wrote:
>
>>I'm doing similar things with GA right now. The difference between GA and
>>Simulated Annealing is probably of not very important here.
>
>I've never heard of it actually.
>
>>My approach is somewhat different and I can elaborate more about it later on.
>>One problem that you are probably aware of is the low number of games. I belive
>>that small changes in an evaluation term will give minor differences in
>>performance and 10 games will maybe not capture that. For instance, play a match
>>vs some engine. Make a change that you know is lowering the strength and play
>>the same match again maybe x times and see what you get.
>>I would suggest shorter timecontrols in order to get more games.
>>/Peter
>
>I was hoping to get some help running the tests, as I don't have any commercial
>engines, or even windows. So all I can do is test against Yace, Zappa, pepito,
>etc. The hope is to get 10x10 or 20x10 :)  I think shorter time controls are
>much more random.  At blitz search is 99.9% of the game.
>
>anthony
>

I disagree. I see no reason to believe that in short time controls eval is not
important and you can test that for yourself by playing Crafty with complete
eval vs. crafty with pst only on 2+1 - you will see the difference.

I once read here in CCC or on the Programmers Stuff page from Ed Schröder that
he thinks one can test evaluation changes even in short time controls whereas
changes in the search like extensions or pruning behave different on different
depth so one needs to test on longer time controls too.

My personal experience is that eval tuning on fast time controls is possible and
 is valid also for longer time controls, but of course that is only my limited
personal opinion and it may be an exception ;-)

regards Joachim



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