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

Author: Bas Hamstra

Date: 05:37:20 07/16/00

Go up one level in this thread


On July 16, 2000 at 03:34:45, Ed Schröder wrote:

>>posted by Dann Corbit on July 15, 2000 at 20:21:54:
>
>>Simplifying.  I have a penny.
>>I toss it twice.
>>Heads, heads.
>>I toss it twice
>>Heads, heads.
>>I toss it twice
>>Tails, heads.
>>I toss it twice
>>Heads, tails.
>
>>I count them up.
>
>>Heads are stronger than tails.
>
>>My conclusion is faulty.  Why?  Because I did not gather enough data.
>
>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?

You can *never* be sure. But you can say something like this:

99.7 % of the time the outcome will lay between 50-3*sigma and 50+3*sigma.

Sigma can be calculated as SQR(n*p*q) where n is the number of games, and p=0.50
and q=0.50 (q = 1-p).

Example: if you run 100 games (or throw that much coins, or turn the weel), the
result will be 99.7% of the time between

  50-SQR(100 * 0.50 * 0.50)

and

  50+SQR(100 * 0.50 * 0.50)

that is between 45% and 55%.















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