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

Author: Uri Blass

Date: 10:53:20 05/07/02

Go up one level in this thread


On May 07, 2002 at 13:19:53, Miguel A. Ballicora wrote:

>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

I think that the question is what is the definition of search

Here is the position from the game:
[D]8/1p6/4k3/5p2/pP2bP1p/2N1P1pP/1P6/6K1 b - - 0 50

Here are the relevant lines that humans need to search to understand that the
black king cannot goto a5-d5
Kd5 Nxd5
Kc5 bxc5
Kb5 Nxb5
Ka5 bxa5

You can claim that it is no search because search is only of legal moves.

In this case I give you another position:

[D]8/1pPk1K2/pP6/P7/8/8/5B2/8 w - - 0 1

How can humans know that it is a draw without previous knowledge?

I think that they need to search at least lines like c8Q+ Kxc8 and learn from
searching some lines that white cannot prevent the squares d7,c8,b8,a8 from the
black king.

Uri



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