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Subject: Re: Crafty in CCT8

Author: Robert Hyatt

Date: 06:47:14 02/28/06

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On February 27, 2006 at 23:05:09, Uri Blass wrote:

>On February 27, 2006 at 22:11:07, Robert Hyatt wrote:
>
>>On February 27, 2006 at 20:09:57, Uri Blass wrote:
>>
>>>On February 27, 2006 at 14:53:26, Robert Hyatt wrote:
>>>
>>>>This will be relatively short and sweet.
>>>>
>>>>As most know, I've been doing some major revisions to Crafty, preparing for the
>>>>next WCCC event.  These revisions are affecting the evaluation code which has
>>>>been really ripped asunder and partially restored to sanity, and the search
>>>>which includes some new reduction code replacing the older futility pruning done
>>>>near the frontier, where the reduction stuff is done almost everywhere.
>>>>
>>>>I knew there would be a few eval issues as king safety has mainly been
>>>>simplified with a couple of glaring holes left open for later work.  I was
>>>>really interested in the new search code because the speed/depth looked very
>>>>good.
>>>>
>>>>So I'll start there, briefly.  I've tested the new code in lots of nunn-type
>>>>matches, as well as in test suites.  So far, the new search solves every
>>>>tactical suite I have tried in less total time than previous versions, which was
>>>>surprising since the late move reduction idea often delays tactical solutions by
>>>>hiding some strange threat moves that get reduced and therefore look
>>>>ineffective.  But happily, it has gotten better tactically in the same time
>>>>frame.  Yes it might take an extra ply or two to find the key move, but it is
>>>>getting those 1-2 extra plies done more quickly so that the key move is _still_
>>>>found faster than the older versions.  So that looks good (so far).
>>>>
>>>>Another thing I watched for was for a sudden "fail low" to pop up unexpectedly
>>>>in a game, and I didn't see a one.  Yes we had fail lows, but they were
>>>>progressive and were the result of bad positions getting worse, not being +1 and
>>>>suddenly seeing -3 after our opponent made an unexpected move.  So for the
>>>>moment, the current search appears to be solid.  I have spent a ton of time on
>>>>it in past weeks running test matches against older versions, running test
>>>>suites and going over the output carefully, etc.
>>>>
>>>>Now I'm back to finishing up the eval.
>>>>
>>>>If you look at the Rascal game (round 8 I think) Crafty played a really lousy
>>>>move 28. Nh7+.  After looking at this a bit, white has two choices.  The knight
>>>>must move (attacked by pawn) and it can retreat to f3 (sane) or check on h7 and
>>>>get trapped (insane).
>>>
>>>
>>>I agree that 28.Nh7+ was probably not good but the knight does not get
>>>trapped(it only cannot move from that square but black has no way to capture
>>>it).
>>>
>>>I see no forced line that win material for black and crafty drew the game.
>>>
>>>Many programs including commercial programs have positive score for white after
>>>Nh7+.
>>>
>>>Note that I say that Nh7+ is probably not good because I am not sure about it
>>>and it is possible that there is something that I do not see and deep search can
>>>get the knight out of h7.
>>>
>>>Uri
>>
>>The problem is that the move is simply lousy.  White now becomes preoccupied
>>with not losing the knight, and dissipates the rather significant positional
>>edge he had before doing that...  One doesn't have to lose material for a move
>>to be lousy, one can also simply create a bind that was avoidable, as happened
>>here.  Things would have been oh so much simpler if the knight was in the game,
>>rather than being the game...
>
>I agree that the move seems bad to me and I expect no human even at 1600 level
>to play it(It is not a proof that it is bad because there may be a tactical
>reason that it is good that both me and chess programs do not see but of course
>I assume it is bad unless something else is proved).
>
>I respond mainly because of the word trapped:
>"or check on h7 and get trapped (insane)".
>
>It may be misunderstanding of the english language but my understanding of the
>word trapped is that it is impossible to save it and it is not clear that white
>is losing the knight(maybe it is the case based on a very deep search but it is
>not clear).
>
>Uri


I think the two terms you are somewhat confusing are "trapped" and "lost".

trapped means somehow the piece can't "get out" and participate.

lost means it will be captured eventually.

I don't know whether there is a long-range plan to win the knight once it
reaches h7, as I haven't studied it that intensively.  However, there is no real
tactical reason to play it, other than to drive the king to the e-file, and with
so little material left on the board, an attack is not going to work, so that is
futile...



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