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Subject: Re: About head or tail (was Upon scientific truth - the nature of informati

Author: Ralf Elvsén

Date: 04:43:55 07/16/00

Go up one level in this thread


On July 16, 2000 at 06:32:00, Graham Laight wrote:

>On July 16, 2000 at 03:34:45, Ed Schröder wrote:
>
>>Right.
>>
>>A few months ago Christophe posted some interesting stuff here regarding
>>this topic and nobody really was in agreement with him (me included) until
>>I did an experiment which worked as an eye opener for me. The story is not
>>funny and goes like this...
>>
>>In Rebel Century's Personalities you have the option [Strength of Play=100]
>>The value may vary from 1 to 100 and 100 is (of course) the default value.
>>
>>Lowering this value will cause Rebel to lower its NPS. This opens the
>>possibility to create (100% equal!) engines with as only difference
>>they run SLOWER.
>>
>>I was interested to know HOW MANY games it was needed to show that a 10%
>>faster version could beat a 10% slower version and with which numbers. So
>>I created  two personalities:
>>
>>FAST.ENG (default settings) [Strength of Play=100]
>>SLOW.ENG (default settings) [Strength of Play=80]
>>
>>and started to play 600 eng-eng games with Rebel's build-in autoplayer
>>with pre-defined fixed opening lines both engines had to play with white
>>and black.
>>
>>The personality with as only change [Strength of Play=80] caused Rebel to
>>slow down with exactly 10% on the machine the marathon match took place.
>>Note that this value (80) may differ on other PC's in case you want to do
>>similar experiments.
>>
>>Here are the results of the 600 games played between the FAST and SLOW
>>personalities. The first 300 games were played on a time control of "5
>>seconds average". The second 300 games were played on a time control of
>>"10 seconds average".
>>
>>FAST - SLOW   162.5 - 137.5   [ 0:05 ]
>>FAST - SLOW   147.0 - 153.0   [ 0:10 ]
>>
>>The first match of 300 games at 5-secs looks convincing. A 54.1% score
>>because of the 10% more speed seems a value one might expect.
>>
>>But what the crazy result of match-2? Apparently after 300 games it is
>>still not enough to proof that the 10% faster version is superior (of
>>course it is) but the match score indicates both versions are equal
>>which is not true.
>>
>>So how many games are needed to proof that version X is better than Y?
>>
>>I am sure I am trying to reinvent the wheel. The casino guys who make
>>themselves a good living (with red and black) have figured it all out
>>centuries ago. Perhaps there is a FAQ somewhere on Internet that
>>explains how many times you have to turn the wheel to get an exact
>>50.0% division between red and black. 1000? 2000?
>>
>>To answer this question I wrote a little program that randomly emulates
>>chess matches. It shows that 100 games is nothing, too often scores like
>>60-40 appear on the screen. 500 games (and higher) seems to do well as
>>most of the time match scores fall within the 49.0 - 51.0 area.
>>
>>The bad news (in any case for me) is that it hardly makes any sense to
>>test candidate program improvements using (even) long matches. Back to
>>common sense: 10% = 10% = better. Oh well...
>>
>>Ed
>
>I remember from doing a statistics ancillary in my computing degree that there
>is a distribution (not "normal" distribution) for calculating binary event
>result probabilities - but I can't remember what it is called.

Are you thinking of the binomial distribution? In chess, however we
have three outcomes: win, loss, draw - is this called trinomial
distribution? :)

>
>However, I have myself written programs to simulate these outcomes, and my
>observation is that if you do 10x as many simulations, your accuracy level
>increases by one decimal place.

The uncertainty typically goes as 1/sqrt(n) so 10x more games
decreases the uncertainty with a factor of 3.

>
>-g



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