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Subject: Re: challenge to Vincent et al

Author: Vincent Diepeveen

Date: 16:54:33 12/05/99

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On December 05, 1999 at 17:02:52, Christophe Theron wrote:

>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?

Well obviously yours sucks. it's blowing position after position
after being won out of book.



>
>
>    Christophe



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