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Subject: Re: Knowledge V Search Depth Illustrated With Diagrams

Author: blass uri

Date: 09:55:14 05/11/00

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On May 11, 2000 at 12:24:51, Graham Laight wrote:

>On May 11, 2000 at 11:55:14, blass uri wrote:
>
>>On May 11, 2000 at 11:39:57, Graham Laight wrote:
>>
>>>Here are my thoughts on the above subject. It's only a first draft - I reserve
>>>the right to improve these diagrams in the light of people's comments!
>>>
>>>On the graphs below, the horizontal axis represents the breadth of knowledge
>>>which is relevant to a position. The vertical axis represents depth of search in
>>>ply. A "#" character indicates that the player has knowledge relavant to the
>>>position at this point on the graph.
>>>
>>>The picture below represents the typical computer, with relatively little
>>>knowledge, and no search extensions, searching to 10 ply:
>>>
>>>
>>> ply |-------------------------------------------------------------|
>>>     |                                                             |
>>>25   |                                                             |
>>>     |                                                             |
>>>20   |                                                             |
>>>     |                                                             |
>>>15   |                                                             |
>>>     |                                                             |
>>>10   |#############################################################|
>>>     |#############################################################|
>>>5    |#############################################################|
>>>     |#############################################################|
>>>     |-------------------------------------------------------------|
>>>
>>>                         Breadth of knowledge
>>>
>>>What this shows is that the computer has extremely good knowledge of what's
>>>happening in the next 5 moves (1 ply = 0.5 moves), but very poor knowledge after
>>>that. So - it can play good tactics, but make positional errors, because it
>>>knows nothing of the long term consequences of its moves (also known as the
>>>"horizon effect").
>>>
>>>Now, here's a good human player's knowledge distribution:
>>>
>>> ply |-------------------------------------------------------------|
>>>     |                                       #                     |
>>>25   |                                #           #                |
>>>     |                         #             #            #        |
>>>20   |                   #               #        #        #       |
>>>     |          #                #            #        #      #    |
>>>15   | #                 #             #            #       #  #   |
>>>     |         #               #            #             #  # ### |
>>>10   |     #    #     #     #     #     #     #     #      #     # |
>>>     |  #  #  #  #  #  #  # #  # #   #   #   #   #  #  #  #  #  #  |
>>>5    |# # # # # # # # # # # # # # # #  # # # ## # # # # # # # # # #|
>>>     |#############################################################|
>>>     |-------------------------------------------------------------|
>>>
>>>                         Breadth of knowledge
>>>
>>>As you can see, our human friend can't see everything up to 5 plies, so he could
>>>make a tactical error. However, because he has positional knowledge, and because
>>>his experience allows him to visualise how the game might progress, he is able
>>>to see a long way ahead, and avoid some poor positional avenues in the game.
>>>However, there are, as you can see, gaps in his knowledge - and these gaps get
>>>bigger the further ahead the search goes.
>>>
>>>Now, suppose our silicon friend is given some extra speed. The result may look
>>>something like this:
>>>
>>> ply |-------------------------------------------------------------|
>>>     |                                                             |
>>>25   |                                                             |
>>>     |                                                             |
>>>20   |                                                             |
>>>     |#############################################################|
>>>15   |#############################################################|
>>>     |#############################################################|
>>>10   |#############################################################|
>>>     |#############################################################|
>>>5    |#############################################################|
>>>     |#############################################################|
>>>     |-------------------------------------------------------------|
>>>
>>>                         Breadth of knowledge
>>>
>>>Now, Mr Silicon is more likely to win, because he has excellent coverage of
>>>knowledge in areas where Mr Primate has relatively sparse knowlege. However, the
>>>human might still win if the computer plays a move that leads to a place on the
>>>graph where the human has some knowledge, but the computer doesn't (ie a poor
>>>positional move).
>>>
>>>Now, instead of giving the computer extra speed, we'll give it extra knowledge
>>>instead. The result might look as follows:
>>>
>>>
>>> ply |-------------------------------------------------------------|
>>>     |                                          #                  |
>>>25   |                    #              #             #           |
>>>     |            #         #        #           #             #   |
>>>20   |       #          #        #    #          #       #         |
>>>     |    #    #     #     #     #     #     #     #     #     #   |
>>>15   |  # # # #  #  #  #  ##   #   ##  # # ## ##   #  #  #  #  #   |
>>>     | # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # |
>>>10   |#############################################################|
>>>     |#############################################################|
>>>5    |#############################################################|
>>>     |#############################################################|
>>>     |-------------------------------------------------------------|
>>>
>>>                         Breadth of knowledge
>>>
>>>We now have a player that still plays well tactically (see the comprehensive
>>>coverage up to ply 10), but also takes into consideration factors that will
>>>affect the position for a great many moves ahead. If this computer were to play
>>>the human, who would win would be anybody's guess! The human would certainly
>>>have to work hard to avoid tactical errors, which would reduce his chances.
>>>
>>>Comments welcome on whether this is a good representation of ply and knowledge,
>>>on whether you agree with my thoughts as depicted by the graphs, or just about
>>>anything else, cordially welcomed.
>>
>>I disagree because all top programs do extensions and pruning so the tree is
>>never like your first or third picture.
>
>I remember reading "Chess Skill In Man And Machine". At the time, the best
>program was Chess 4.6 (or some equally imaginative name), and the description of
>how it worked was that it did exactly this - search to a fixed depth. At the
>time, they believed that doing other things consumed too much valuable time!
>
>Anyway - when's the last time one of your computers missed a mate in 3, for
>example?

Some null mover cannot solve some mate in 2 problems but I admit that this cases
are not common in games.

<snipped>
>If you take extensions and pruning into account, I suppose it would look
>something like this:
>
> ply |-------------------------------------------------------------|
>     |                                                             |
>25   |                                  #                          |
>     |                                  #                          |
>20   |                                  #                   #      |
>     |        #                         #         #         #      |
>15   |       ##                         ##        ##       ##      |
>     |      ####                       ####      ####     ####     |
>10   |#############################################################|
>     |#############################################################|
>5    |#############################################################|
>     |#############################################################|
>     |-------------------------------------------------------------|
>
>                         Breadth of knowledge


The selective depth of programs like Fritz is often 40 plies
and seeing depth like 13/40 is a common thing with chess programs.

Hiarcs is an exception and from my experience the bigger number is not more
than 30 or 31.

I think that this may be a reason for the fact that hiarcs is better at blitz
than at tournament time control.

Uri



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