Author: Christophe Theron
Date: 14:02:52 12/05/99
Go up one level in this thread
On December 03, 1999 at 20:48:17, Vincent Diepeveen wrote: >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. Or degrade your sucking eval to the level of Diep. If my evaluation sucks, Vincent, what should I say about yours? Christophe
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