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Subject: Re: Interesting king security position

Author: Robert Hyatt

Date: 18:19:36 05/24/98

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On May 24, 1998 at 18:56:16, James B. Shearer wrote:

>On May 18, 1998 at 16:23:33, Thorsten Czub wrote:
>
>>Why is it important to win the race with the fast
>searchers in a field
>>that is their advabtage by definition.
>>They are pretty good in finding. We all know this.
>But this is - like a
>>famous banned programmer would say - bean counting
>!
>
>     I don't understand your point of view.  Your
>favorite program is called CSTal not CSPetrosian.
>It is my understanding that, like Tal, it plays for
>sharp tactical positions.  So how can you argue that
>it is not important that other programs handle such
>positions better?
>      Thorsten Czub also wrote:
>>When there is NOTHING to measure, than the strength
>of the speculative
>>programs appears. in 80 % of all chess positions
>where there is NOTHING
>>to force out.
>
>       If you are much weaker tactically than your
>opponent, there may not be anything for you to find
>but there will be plenty for your opponent to find.
>One tactical blunder every five moves (20%) will not
>win many games against a "finder".
>       James B. Shearer


this is really not worth discussing.  Thorsten/Chris/others have one
frame of reference:  "knowledge is the only important thing, if a
program
doesn't 'do it like a human' then that program is not worthy of
anything".
That "frame of reference" has been around since the early days of
computer
chess.  There's nothing "wrong" with it, except, that over the past 20
years
it hasn't worked *yet*.  It may in the future, but it hasn't to date.

The other perspective is a fast program, with reasonable pieces of
knowledge, and reasonable search extensions.  Those programs have proven
their superiority since 1976 when chess 4.0 proved that selective search
wasn't the only way to win games...  And everyone pretty well followed
their lead for the next 20+ years.

My opinion is somewhere in the middle.  There are two parts to a chess
playing entity...  static evaluation and dynamic evaluation.  Static
evaluation is what most programs do to evaluate a "quiet" position...
things like pawn structure, king safety, piece placement, and can even
consider some dynamic qualities like piece interaction and so forth.
Dynamic knowledge seems (at present) to be best handled via a
tree-search,
at least that has been the best approach so far.  It is responsible for
shuffling pieces around to reach positions that the static evaluator can
handle with few or no errors.  The better the search meets this goal,
the
better the program plays.  The question is, can search find quiet
positions
or must the evaluator handle non-quiet positions.  I believe the search
can
accomplish this...  folks like Chris don't and try to evaluate dynamic
stuff instead.

Nothing says that approach is wrong...  but there is plenty to suggest
that
it hasn't worked well to date...  And don't forget... *everyone* is
depending
on the search to some extent, which is an admission that an evaluation
function
can't do it all...

I'm going to continue my approach... adding new search extensions,
adding
more knowledge when I hit something that search simply can't handle, and
I'm
sure Chris is going to continue his approach, doing everything in eval
and
only relying on search as a last resort.  Which will be better?  Today,
the
answer is obvious.  Next year, who knows.  I see *nothing* to say that
either
approach can't produce an electronic GM.  The main advantage is that at
present, my approach does it with a lot less code...  which, for the
time
being, I like.  I've done selective.  I converted to full-width +
extensions
in 1978.  I won't change back without really convincing evidence that it
is
the right way to go...

And I'm not going to hold a strong prejudice against those programs that
take alternative approaches, so long as they show that they can produce
reasonable results against strong humans *and* strong programs from both
camps...



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