Computer Chess Club Archives


Search

Terms

Messages

Subject: Re: Hsu Presents a Paper at

Author: Vincent Diepeveen

Date: 03:07:32 06/26/98

Go up one level in this thread



On June 26, 1998 at 01:13:38, Robert Hyatt wrote:

>On June 26, 1998 at 00:44:08, Don Dailey wrote:
>
>>Hi Vincent,
>>
>>This post is not specifically for you, but your post touches on these
>>points.  So here goes ...
>>
>>Ok, it's thought experiment time!  I would like to address what I call
>>the "knowledge myth" concerning  chess programs.  I think  a lot of us
>>think of knowledge  as a  "quantity" and that  simply adding  more and
>>more makes your  program play  better and  better.  I will  argue that
>>this is far from clear.
>>
>>Suppose  your chess program   was   magically given INFINITE  time  to
>>perform  any STATIC evaluation  function you  wanted to implement, but
>>everything  else remained  the  same.   Would it now  suddenly  become
>>trivial to write a   super  grandmaster, Kasparov beating monster   on
>>modest hardware?
>>
>>You could  do all those wonderful things  you always wanted to do with
>>no speed penalty,  the sky is the   limit.  Some of you  have probably
>>already figured out that you could use  this time to do more searching
>>but let's say this is not allowed, no cheating.
>>
>>I can think of lots of imaginative things I might try but in the end I
>>am afraid I  would get only a modest  improvement over what I have now
>>and most of  this might well be  because my current  evaluation is not
>>free.  But my point is,  that we do  not have  a serious problem  with
>>QUANTITY of knowledge, although certainly  more would help, especially
>>if we can get it for free.  The real  problem is QUALITY!  Does anyone
>>know how to write  this new evaluation function?  Is  it as  simple as
>>just adding more and more rules and somehow cramming in more QUANTITY?
>>NO  it's  not that simple.    Right now the   really good programs are
>>having a "law   of diminishing returns"  crisis.  You  can double  the
>>knowledge (whatever  that really means I don't  know) but don't expect
>>more  than tiny hand full  of rating points.   If  you want the rating
>>points, you must do BETTER knowledge,  not more.  It's quantity versus
>>quality here.
>>
>>Here are some  examples to make  my point  clear.   Suppose my program
>>thinks knights are  worth 1/2 a pawn.  I  keep watching it play  these
>>unsound exchanges of  knight for a pawn and  wonder what is wrong.  Is
>>my program  lacking knowledge or does it  have BAD knowledge?  With my
>>infinite evaluator can you  tell me what its  true value should be?  I
>>don't think you can.
>>
>>One  more  example.   Endgame   databases are an   example  of PERFECT
>>knowledge  and  most databases contain  thousands   if not millions of
>>terms or  parameters or whatever  you  choose to  call them.   And yet
>>despite this massive amount of knowledge,  they do not contribute more
>>than a few rating points to a chess program.  And this is with PERFECT
>>knowledge.   Most of the strength   they do contribute is concentrated
>>among 2   or 3 common  endings.  It's  a  whole lot of  knowledge, but
>>rarely used.
>>
>
>I disagree here.  KRP vs KR is a big winner.  I win many pawns, against
>GM's and more particularly against other programs, and many of these games
>end up KRP vs KR where I win when ahead, and draw when behind.  A couple
>of weeks ago, Crafty was playing DiepX, and in 4 successive games, 3 were
>won by this endgame database.  Because I won a pawn, held on to it, trading
>into a won position at just the right moment.  3 of 4 there.  There is hardly
>a day (playing other computers) where I don't see several of these.  Against
>humans, no, because they break badly when they break and the game doesn't
>drag on...
>
>But you might be surprised at the effect of KRP vs KR and KQP vs KQ.

KRP KR is very very effective especially against Diep, as diep likes to
trade to rook endings very much as it know there are big drawing chances
there.

However against crafty which uses KRP KR, and diep where the EGTB
generator is not ready yet, this means it loses game after game sometimes
just because of this (and a bad endgame evaluation which is dumber than
let's say Deep Blue).

In blitz generally such endgame databases simply KILL.

[cut]



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.