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Subject: Re: Evaluation Should Be Winning Probability - Not Pawns

Author: James Swafford

Date: 09:56:06 01/16/02

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On January 16, 2002 at 07:41:28, Graham Laight wrote:

I don't have time right now to read all the previous posts, but
I'd like to point out something I thought interesting when
playing with TDLeaf...

Temporal difference algorithms needs exactly what you mention -
a probability (or a certainty factor I guess) of winning, and
it needs to be in the interval -1 .. 1.  Of course -1 = loss,
0 = draw, 1 = win.  .9 is 'almost certainly a win', etc.

You can scale the raw scores from your evaluator and plug
that into a hyperbolic tangent function, and the result of that
will be in that closed interval.  What I think is so neat about
using a hyerbolic tangent is that it predicts +5 pawns to
be almost as sure to win as +9 pawns or +15 pawns.  If I get
a chance later and you're interested I can throw up a little
chart... it's interesting when you think about it.  Say a
1 pawn advantage yields a certainty factor of .74 (I'm making that
up).  A 2 pawn advantage might yield a cf of .89, then 3 .95, etc.
The 'obviousness' starts to set it.

Ok, enough rambling... I've got to get going.

--
James


>It has occurred to me that it is wrong to evaluate a position in terms of
>relative pawns (the "de facto" standard - whereby an evaluation of 2 means that
>you're approximately the equivalent of 2 pawns ahead).
>
>This means that many aspects of evaluation have to be squeezed into a dimension
>which is not appropriate at all.
>
>A better way would be to evaluate "winning probability". If a position was a
>draw, the value would be 0.50 (or 50%). If the player should win 3 out of 4
>times, the eval should be 75%. If the player must win from here, then the
>evaluation should be 100%.
>
>It seems strange when you think about it that all programmers have chosen to
>adopt the traditional "pawn equivalence" standard.
>
>-g



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