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Subject: Re: So which programs beat which, only due to superior chess understanding?

Author: Miguel A. Ballicora

Date: 10:19:53 05/07/02

Go up one level in this thread


On May 07, 2002 at 12:34:57, Uri Blass wrote:

>On May 07, 2002 at 11:29:40, Miguel A. Ballicora wrote:
>
>>On May 07, 2002 at 02:29:26, Uri Blass wrote:
>>
>>>On May 06, 2002 at 22:31:28, Christophe Theron wrote:
>>>
>>>>On May 06, 2002 at 19:45:22, Uri Blass wrote:
>>>>
>>>>>On May 06, 2002 at 18:06:47, Christophe Theron wrote:
>>>>>
>>>>>>On May 06, 2002 at 15:34:01, Amir Ban wrote:
>>>>>>
>>>>>>>On May 05, 2002 at 19:58:09, Christophe Theron wrote:
>>>>>>>
>>>>>>>>
>>>>>>>>"Knowledge" in the sense of positional evaluation (that's what most people think
>>>>>>>>about when they talk about knowledge) makes for 10% of the strength of a chess
>>>>>>>>program.
>>>>>>>>
>>>>>>>>Chess is 90% about tactics (which is a concept close to "search").
>>>>>>>>
>>>>>>>
>>>>>>>Before strongly disagreeing (as I guess I will), what does this mean ?
>>>>>>>
>>>>>>>If I freeze my search engine and work only to improve the evaluation, how much
>>>>>>>do you expect the total strength to improve ? Is it limited ?
>>>>>>
>>>>>>
>>>>>>I expect the strength of your engine to improve, but not much in regard to the
>>>>>>energy invested. Because you are going to focus your efforts on an area that
>>>>>>does not have the biggest potential in strength.
>>>>>>
>>>>>>On the other hand people will love it more and more because it will have a much
>>>>>>better playing style.
>>>>>>
>>>>>>People can forgive gross tactical blunders, but not slight positional mistakes.
>>>>>>Go figure...
>>>>>
>>>>>I think that people are different.
>>>>>
>>>>>There are people who will prefer the engine that is better in tactics and there
>>>>>are a lot of people who are going to prefer the engine that wins without caring
>>>>>for the reasons.
>>>>
>>>>
>>>>
>>>>That's different when your program plays against a gransmaster in a public place
>>>>(or on the Internet).
>>>
>>>
>>>comp-comp games are also interesting for many people.
>>>
>>>I think that programmers usually care more about comp-comp games and not about
>>>comp-human games.
>>>
>>>I know that some simple ideas about time management that can be productive
>>>against humans are not used by most of the programs.
>>>
>>>One of them is simply to play faster when the opponent is in time trouble.
>>>
>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>>>Here I'm talking about current top engines of today, naturally.
>>>>>>
>>>>>>Building a chess engine with a broken evaluation to demonstrate that a better
>>>>>>evaluation could improve it tremendously is not in the spirit of my idea.
>>>>>>
>>>>>>
>>>>>>
>>>>>>>I understand that you are saying that it will change the style but overall
>>>>>>>strength will not be much changed.
>>>>>>
>>>>>>
>>>>>>I do not know exactly how far we will be able to go with the 10% I attribute to
>>>>>>positional evaluation.
>>>>>>
>>>>>>I'm not saying it counts for nothing and that overall strength will not benefit
>>>>>>from research in this area.
>>>>>>
>>>>>>I believe that the positional evaluation is the part of a chess program
>>>>>>responsible for only 10% of the strength, and that the rest is done by the
>>>>>>search.
>>>>>
>>>>>I do not understand like Amir what is the exact meaning of 10%.
>>>>>
>>>>>I believe that most of the amatuers can earn more rating from improvement in the
>>>>>search rules and not from improvement in the evaluation but I also think that
>>>>>the ratio is usually not 9:1 and I guess something like 2.5:1(I know that you
>>>>>did not say that the ratio is 9:1 but it is a possible way to understand the
>>>>>claim that search is responsible for 90% of the strength when evaluation is
>>>>>responsible for 10%)
>>>>
>>>>
>>>>:)
>>>>
>>>>You do not understand the meaning of my 10%, but you suggest that it is another
>>>>number?
>>>>
>>>>So you must understand what I am talking about, somehow...
>>>
>>>I suggested a possible meaning for the 10% and said that by this meaning it is
>>>another number.
>>>
>>>I did not say that it is your meaning and I see that it is not your meaning.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>>I guess that it is possible to improve most of the amatuers that are 400-600 elo
>>>>>weaker than Junior by average number of 100 elo by doing a lot of work only on
>>>>>the evaluation when you can improve them only by average number of 250 elo by
>>>>>doing the same amount of work on the search rules without changing the
>>>>>evaluation.
>>>>>
>>>>>The total improvement from working on both things may be bigger than the sum of
>>>>>100 and 250 because after improving the evaluation the best search rules may be
>>>>>different.
>>>>
>>>>
>>>>I don't think the proportion is measured in elo points.
>>>>
>>>>My unit for the 90%/10% estimation is subjective. It's something like the amount
>>>>of reward for a given programming effort.
>>>>
>>>>A successful effort in search get a reward 9 times bigger than a succesful
>>>>effort in positional evaluation.
>>>>
>>>>Not to say that work on positional evaluation can be ignored.
>>>>
>>>>I notice that some chess players tend also to agree that chess is essentially a
>>>>matter of search (tactics).
>>>
>>>I agree and I also think that search is the most important thing to work about.
>>>
>>>I think also that evaluation and search are connected and another thing to work
>>>about is learning from the search to change the evaluation.
>>>
>>>Humans do not know that fortress positions is a draw by static knowledge but
>>>learn from their search to change their evaluation.
>>
>>Humans understand a fortress position by logic, certainly not by search.
>>
>>Regards,
>>Miguel
>
>I talk about positions when humans has no previous knowledge that the position
>is a fortress.

In those positions logic could be supplemented by a little of retrograde
analysis if the fortress is complex, but "search" play almost no part in the
"pseudo-static" evaluation of such positions by a human. Search might be needed
to know how to reach the fortress, but the understanding of the fortress
comes from pure logic and "static" considerations.
A minimum of search might be required if a complex fortress could lead to a more
simple fortress. Generally that would like a 1-2 plies search.
The one on the Smirin match was a fortress that a human can understand with
almost pure logic, i.e. describing it with words rather than variations.

Regards,
Miguel


>
>The logic that humans use include some selective search.
>They do not know that it is a draw only by looking at the position without
>analyzing and finding that they cannot make progress.
>
>They also cannot see the draw only by search without learning to change their
>evaluation function because it is too deep to see repetition or 100 plies only
>by search.
>
>
>Uri



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