Computer Chess Club Archives


Search

Terms

Messages

Subject: Re: typical: a sensation happens and nobody here registers it !

Author: Amir Ban

Date: 04:31:38 10/18/00

Go up one level in this thread


On October 17, 2000 at 00:53:58, Ratko V Tomic wrote:

>> The only thing I was pointing out is that if a program evaluates
>> something as +3, when material is even, then it will evaluate that
>> same position as even, when it is a piece down.
>
>That doesn't mean at all it would give a piece in that position.
>Only a simple linear/additive form of the evaluation function would
>have such side-effect. But a nonlinear combination of separate evaluation
>components (as exemplified by Samuels' checkers program) need not
>have such drawback.
>
>While Gambit Tiger might not go as far to use as general mapping
>as Samuels program did (since the chess parameter space is vastly
>larger, in extent & number of dimensions, than that of checkers, and
>would thus take too long to tune), there are great many intermediate
>levels of non-linearity, some of which might work better and be practically
>tunable in chess. For example, the sum of squares of properly chosen
>term deviations would give much greater weight to the term which stands
>out in a given position, producing an effect of program concentrating on
>that aspect/feature of the position. That is in fact much more humanlike
>way of analyzing a position. A good player knows what is the most relevant
>in a position and spends his computational resources on the relevant
>aspects, ignoring the irrelevant ones.
>
>The Botvinnik's scheme takes this concept (of over-emphasis of relevant)
>further by explicitly guiding multiple alpha-beta searches from the same
>position, but using different objectives (and evaluation functions) each
>time. In that case you would see great jumps in evaluation, which
>merely reflects different perspectives one might take in a given position.
>
>It is natural that if you analyze a position looking for, say, a king
>attack, then analyze the same position looking for a better pawn structure
>for endgame, you will have widely varying estimates, e.g. if king attack
>doesn't seem useful, you may get a very low score in that search (due
>to weakening/sacrifices needed to get the attack off the ground). At the
>same time the pawn structure oriented search may give an even position.
>
>On the other hand, if the king attack search looks promissing, triggering
>many criteria for a strong (but beyond horizon) attack, you may get a high
>evaluation, well beyond the material balance on the board. For example
>you could get +3 value, but that doesn't mean you would get 0 value if
>you take  a piece off the board (e.g. that piece is contributing to
>the king attack or defending against the break on the other side etc).
>Without a piece, there would likely not be any triggering of the high
>score for the king attack, any you might simply get -3 score.
>
>Taking one more step in abstracting the meaning of such high evaluation
>swings (the first two levels being nonlinearity and different perspectives),
>one can view the large score (well beyond the simple additive variation) as a
>reflection of a much longer term estimate. This longer term estimate comes
>from specialized evaluations tuned for a given type of position, which
>may not be available or usable in all positions. But when it is judged
>usable by the program, it will give a value much closer to what the
>regular evaluation may see 20 or 30 plies later. E.g. in getting
>ready for a king side attack, no checkmate or large material gain is seen
>in the nodes examined, but the specialized long term estimators indicate
>that in such position the expected gain may be a piece by the time attack
>is completed, some 20-30 plies later. The large score variation is thus a
>kind of far extrapolation reaching much closer to the final game values
>(which  could be, say, +99 for a win) than what regular evaluation offers.
>
>Obviously, the trick is to come up with such long term evaluations. But,
>observing human play, we know these do exist in some implicit form in the
>mind of strong players. So, since they do exist, it isn't beyond possible that
>someone (Christophe T., Chris W., David K., Marty H., ...) may have teased out
>some of that knowledge.

I disagree.

There is no need to go so far as to assume the need for multiple points of view
of the position and so multiple evaluation functions, non-linear terms etc.

You tacitly assume Bob's argument: That being a piece down cannot be justified
by position terms. This is certainly true for a wishy-washy, inexact evaluation,
but I don't believe it to be true when the evaluation becomes better.

I have enough test games where I thought my program was commiting quick suicide,
getting as much as a rook down in an open position, but got away with it, to
convince me that this is possible.

I don't see any reason to focus on some aspect of the game and ignore the
others, i.e. because there's a king attack going on, there's no need to discount
pawn weaknesses or such stuff. It's just a question of giving the correct weight
to everything.

In other words, good evaluation is all that is needed, and the magic will
follow. Getting it is quite a trick in itself, of course, and the first step is
to understand what is meant by "good evaluation".

Amir



This page took 0 seconds to execute

Last modified: Thu, 15 Apr 21 08:11:13 -0700

Current Computer Chess Club Forums at Talkchess. This site by Sean Mintz.