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Subject: Digging in the archives: Re: The searchgap.

Author: Eelco de Groot

Date: 08:11:35 10/11/99

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That post by Chris Whittington -"It's the searchgap. Gettit?" well, that could
have been the title- could until recently still be found on the Rebel pages,
under the "Chess in 2010" -button.

http://www.rebel.nl/ches2010.htm

I reproduce this text from the original "Chess in 2010"-page, the other opinions
of several programmers are still there on link above:

(Quotes)

 Chris Whittington, programmer of Chess System Tal:

If you're a slow (knowledge)  program, you can beat a fast one by having
essential chess knowledge. You maybe find some theme or weakness or king attack
or whatever, go for it, sit on it, exploit it and maybe get a win from it. Also,
you can find this stuff, but not be able to convert it.

If you're a slow program, and you get into a game where these exploitation
possibilities don't exist for some reason, then, effectively, the game turns
into slow bean-counter against fast bean-counter, with the inevitable
conclusion.

We all see these games. In fact you don't need my program to show them , because
they happen all the time in comp-comp. These game types are the norm for bean vs
bean.

Take a scenario. Your program now, Ferret, against your program 4 years ago. Or
even your program now against your own program on slow hardware. Result
inevitable ? Probably. Game style and type ? Probably predictable like so:

Ferret(fast) will have 1,2,3,4 nominal plies on Ferret(slow). Game style and
type will be strongly dependant on the nominal ply gap.

a) High gap. Ferret(slow) will likely go down into rapid material collapse.
Ferret(fast) may even have some flashy pyrotechnics to demonstrate it. A naive
reviewer could call ferret(fast) a spectacular attacking program. He could call
ferret(slow) a stupid bean-counter, typical computer.

b) Medium gap. Ferret(fast) will slowly grind ferret(slow) down. Ferret slow
will keep finding at its higher iterations, possible loss of material. It will
go panic time, find a way to avoid material loss by giving double pawns instead,
or whatever. A naive reviewer will call Ferret(fast) a great positional player.
He'll call Ferret(slow) dumb, accuse it of not having simple knowledge like
double pawns, or whatever.

c) Small gap. Probably you'll get reasonable games. The reviewer can't tell
much, so, if he'll likely start making things up. Human style, or plays more
interesting, or some other nonsense that says nothing.

What I'm trying to say to you, is that Ferret is none of these things. It has
none of these 'naive reviewer properties'. The properties are all emergent from
the search gap, and therefore depend on the opponent. It knows everything and
nothing, all at the same time.

Which is why Genius was thought to be the greatest thing, and now you all think
it is boring. It isn't either, or its both. Schrodinger's cat.

Which is why programs seem to keep making progress on the SSDF list. And why
reviewers, either dumb, or with axes to grind, wax lyrical about the latest
programs.

It's the search gap. Gettit ? Out of this search gap comes all the naive
speculation and nonsense that gets written. The program has every style and no
style, it has no consistency to play against, only materialism, you can't learn
from it, tomorrow it will be different (found another mine in the search gap),
only the difference is just a relection of - whoops, trod on another mine. What
can you do with such a  program ? Use the take-back key and try again ?  - and
imagine this helps you improve or learn ?

Now, I claim this search gap has no meaning or understanding possibilities for a
human. That a human can't relate his heuristics to it. That you can't extract
the knowledge out of it and represent it to a human. That you can't even extract
the knowledge out of it and represent it to yourself. You can't get heuristics
from it. So I call it counting beans - useless for us humans.

Now, take a knowledge program, you can play it and see the play style. You can
try and work out what it does and why. There'll be a reason, based on human
chess heuristics. The game has plan, and flow, and doesn't consist of hidden
minefields. It won't grind you down by search, it will try speculative ideas
which it might, or might not, be able to get to work. You can see the
speculative ideas, and try them yourself. I think you can, as a human, relate to
this type of program. If you know the programmer, maybe you can see patterns
into the program that come from him, and so on. I think these types of programs
are infused with some force, in so far as any chunk of silicon can be.

I hate materialists.

Chris Whittington


in response Bruce Moreland, programmer of Ferret said:


This is an extremely substantial post.

I think this accurately describes what happens when you have a hardware
advantage against someone else.  Dubious positional choices will be backed up by
tactics, and you'll have a better chance than usual of forcing real positional
advantages and cashing them in.  The opponent looks correspondingly bad, but
there will be little that they can do about it.

I think that most of this post has to do with the goals programmers choose for
themselves, how they measure progress torward these goals, and how other people
measure progress toward goals that *they* set for the programmers.

I have my own opinions about these issues and obviously you do too.

Sorry if this sounds vague or incomplete.

bruce


 Ed Schröder, programmer of REBEL:

In reponse to the Chris Whittington posting:

Right, Chris posting should be framed in gold and re-read again by everybody who
is interested in the topic and did not get the point immediately.

Ed Schröder

(End of quotes)

Regards,Eelco




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