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Subject: Re: challenge to Vincent et al

Author: Vincent Diepeveen

Date: 17:48:17 12/03/99

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On December 03, 1999 at 16:42:31, Will Singleton wrote:

>On December 03, 1999 at 08:32:39, Vincent Diepeveen wrote:
>
>>Current DIEP version, so no tricks, no extra extensions turned on
>>as the ones that are currently turned on (all are out except check
>>and a passed pawn extension), limited at
>>6 ply against amateur at 6 ply.
>>
>>So limiting *all moves* it to 6 ply, including endgame.
>>then DIEP at 10 ply against amateur at 10 ply.
>>
>>No pondering as we play with near to infinite time.
>>If you want to i can also run everything on a single processor, so
>>that transpositiontable luck because of parallellism
>>at 10 ply is not gonna get blamed for the higher % afterwards by some
>>scientific dudes that agree with you.
>>
>>Just searching n ply against n ply, without tricks as suggested some
>>years ago like modifying eval to be an eval that did a 4 ply search.
>>
>>Just a 2 minute change that turns off time-check in program and forces
>>it to
>>use the depth=n setting.
>>
>>What i predict is a much closer to 50% score for the 6 against 6 ply
>>match,
>>and a complete annihilation of amateur when both searching at 10 ply.
>>
>>I assume here already of course that DIEP's eval is better than
>>Amateurs.
>>If i would consider the evaluation of amateur a lot better then i would
>>obviously predict the opposite outcome (amateur annihilating diep at
>>10 ply and nearer to 50% score at 6 ply).
>>
>>Of course things like learning and such must be turned off.
>>Preferably both versions playing the same openings. However by just
>>playing a large quantity of games we can measure statistically accurate
>>what has happened.
>>
>>To make the experiment even better we should log the evaluations too
>>and see where things went wrong and calculate whether that had
>>statistical influence on the outcome.
>>
>>Also we could start with the same book if you want to.
>>
>
>Vincent,
>
>An interesting offer, sounds like fun.  However, it would be worthwhile only if
>
>1) Our programs were bugfree.  Mine is not.
>2) Extensions are identical.
>3) Search and Qsearch are identical.
>4) HT and null-move are identical.
>5) Books identical.
>6) Independent verification of all this.

Except for the books this is not needed.

>What you are trying to measure is the proposition that, given unequal evals,
>games between deep searchers will enable the better eval to win more often than
>games between shallow searchers, due to the vagaries of tactics (which you
>contend are pretty random at 6 ply, but not at 10 ply).  I contend that tactics
>would continue to be significant at 10 ply, though *perhaps* not to as great a
>degree as 6 ply.
>
>So I think it would be a worthwhile experiment, but not using unequal programs.
>Use unequal evals, with the same program.
>
>I will make my eval suck even more than it does now, and play a 100 game match
>at 6-ply and then at 9-ply levels (mine won't reach 10 too often, besides
>there's some bug that causes an overflow in something when I get too deep).
>
>If you or others wish to do the same experiment, then we might be able to get
>some usefuls results.

This experiment is not good, as we don't talk about an eval that's
tuned to play well with little info, but just a sucking eval.

You need to tune your sucking eval first like nimzo and junior
and chesstiger are tuned before starting the experiment.

>Will



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