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Subject: Re: Poll Question ? { Dream Match }

Author: Robert Hyatt

Date: 06:56:37 01/08/00

Go up one level in this thread


On January 08, 2000 at 00:37:32, John Warfield wrote:

>On January 07, 2000 at 23:42:00, Robert Hyatt wrote:
>
>>On January 07, 2000 at 19:18:10, Chris Carson wrote:
>>
>>>On January 07, 2000 at 18:16:44, Robert Hyatt wrote:
>>>
>>>>On January 07, 2000 at 13:59:37, Chris Carson wrote:
>>>>
>>>>>Bob,
>>>>>
>>>>>I know where you stand.  :)  2450 to 2500 is a good number,
>>>>>I completly agree with you and you have posted excellant
>>>>>arguments and facts to support it (both now and in the past).  :)
>>>>>
>>>>>I was not sure if Albert had a different line of reasoning.  I
>>>>>respect his views and was just curious.  :)
>>>>>
>>>>>Best Regards,
>>>>>Chris Carson
>>>>
>
>
>
>>>>
>>>>The issue is 'what will a 2600 player do and what won't he do'.  Today I
>>>>watched Tiger vs Crafty where the game was very equal going into the endgame
>>>>with several pieces left, the only difference is that crafty had a pawn majority
>>>>that would turn into an outside (distant) passed pawn.  The opponent gladly let
>>>>Crafty trade into an ending that was absolutely dead won for Crafty.  A 2600
>>>>player simply would _not_ do that, because it is a trivially won ending...
>>>>
>>>>That is the kind of thing a 2600 player won't do...  and that is something that
>>>>a 2600 player _will_ take advantage of, over and over, when he spots it.
>>>>
>>>>And that isn't picking on Tiger, for any reason other than it is the one at the
>>>>top of the SSDF with a rating near 2700.  You won't find _any_ 2700 player that
>>>>will make a basic mistake like that.  But you will find _lots_ of computers that
>>>>can and will fall into it.
>>>
>>>Bob,
>>>
>>>IMHO:
>>>2600 players make mistakes, 2700 players make mistakes, 2800 players
>>>make mistakes (I think GK made some against DB).  Sometimes stupid ones.
>>>I have never seen any person play error free for extended periods of
>>>time (person or machine).  I am not skilled enough as
>>>a chess player to point those out, but the colums of chess mags/books
>>>are littered with them.  If I get a chance to locate a mistake by
>>>a top 50 player, I will post it (perhaps a GK vs DB, either match).  :)
>>>
>>>I even think GK complained about not having access to DB games (the IBM
>>>team saw this as an advantage in match play) to prepare with.  GK thought
>>>that preparation against the machine would help his performance MPR or
>>>TPR or PR.  :)
>>>
>>>I agree with your statements though.  :)  IMHO:  Programs are likley to
>>>make the same strategic error over and over.  Learning solves some of this,
>>>but not all.  This is a major challenge for programmers and programs
>>>and a useful tool for people to use against machines.
>>>Adaptability is a huge hole in programs (among others).  :)
>>>
>>>Am I adding anything here or just being stubborn?  If I am not
>>>adding anything, tell me and I will drop it.  :)
>>>
>>>Best Regards,
>>>Chris Carson
>>
>>
>>Two points.  I agree about the adaptability problem.  It is a huge problem.
>>
>>As far as 2700 players making mistakes, I agree.  But not terribly gross
>>ones (very often).  _NO_ GM would ever trade into a dead lost king and pawn
>>ending, for example.
>
>  Yes, But there are many mistakes that human 2700 players make which programs
>don't make. The whole point is that computers posses such extrodinary tactics,
>that many of the weakness are covered and overshadowed by their main strength.I
>think your being extremely one sided, you carefully highlight all the weakness
>of computers and overlook the many weakness of humans.
>


Computers do _some_ tactics great.  But I have seen GM players take them to the
woodshed on tactics as well, as at times, the computer simply doesn't/can't go
deep enough to see the _real_ answer, and the 'phantom answer' it sees can be
wrong.

But the problem is that the positional holes are significant enough that it is
possible to exploit them without much risk, because many programs don't struggle
to keep the game position in a state that favors the computer.  While the GMs
can definitely steer the game into positions that do not favor the machine, if
it passively allows this to happen.

Again, this comes from watching on ICC.  If you'd like to see how bad your
favorite program can play there, try this:  log on, and accept _every_ match
request from humans rated (say) 2500 and up.  Even if they want to play 50 games
in a row.  And watch what happens after a while when they find a weakness they
can pick on repeatedly.  The weakness can be anything, from a feature that is
not evaluated, to a book hole.  And the humans _talk_.  So when one finds a
weakness, you can expect it to be hit on by several players...

And you are correct that 2700 players will occasionally make a mistake that
a computer wouldn't...  but on balance, the computer has a lot more holes in
its armor than that 2700 player.  And when you move the time control up to
40/2hrs, the tactical errors by the GMs go way down, while the positional
errors by the computer are unchanged...




>
> They might underestimate an attack, or overlook an odd
>>mate in 2 or 3, but they will not consistently trade into a lost ending.
>>
>>That is the difference, and the problem.  One sort of problem:  king and
>>pawns and a couple of pieces vs king and pawns and a couple of pieces.  The
>>computer has pawns at (say) f7,g7 and h6, the human has pawns at (say) f4, g3
>>and h3.  The computer plays g5.  And creates a probably lost pawn ending
>>(after fxg5, hxg5, white can make a passed pawn on the h-file, while blacks
>>will be on the f-file, and with no pieces, white probably wins.  A GM would
>>simply not play g5, or else it would not trade pieces after doing so, knowing
>>that the pieces can restrain the passer and maybe have a chance.
>>
>>It is the _kind_ of error.  GMs overlook oddball tactics, to be sure.  But they
>>certainly don't overlook simple lost endgame positions.  The computer, on the
>>other hand, won't often overlook simple tactics, but some will blow the endgame
>>above over and over and over.



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