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Subject: Re: Origin of Test Suites/Positions?

Author: Robert Henry Durrett

Date: 07:42:46 06/22/02

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On June 22, 2002 at 06:45:54, Mike S. wrote:

>On June 21, 2002 at 18:11:21, Robert Henry Durrett wrote:
>
>>Where do the very best test suites and test positions come from?
>>
>>How are they created or selected?
>>
>>What distinguishes a really good one from the rest?
>
>As Dann already mentioned, many come from chess books. These are not the best
>sources IMO, because the books are aimed at human use (and at least the older
>one's have not been checked by computers, and of course not for suitability for
>computer testing).
>
>When selecting good test positions, one major problem (or quality criteria) is
>the "testing character" of the solution move. For example, if you take positions
>which were selected for human training or reading pleasure so to speak, nasty
>things like in-between moves (which may be unimportant for the human when they
>are obviously waste of time), can ruin the test positions.

Interested in better understanding of "nastiness" of in-between moves, as it
applies to computer test suites.  What "nasty" problems are caused by this?


>Also, I dislike
>"normal" solution moves (i.e. which sacs nothing, offers no sac...) because
>you'll never be sure if the program chooses it for the right reason. This is
>especially a problem, if you try to find good positional tests (which I quit
>:o). Also, it's a problem when the 2nd best (which may actually be even the
>best) move is very narrow in terms of evaluation to the best. Dann is an expert
>in finding such problems in test suites (he has helped me with my previous test
>suite).
>
>A good test position has
>
>1. perfect testing character of solution move (won't be played unless the
>correct idea is found), most often achieved by sacrifices. So you don't have to
>study "why has the engine played like that, what has it seen or not yet seen,
>etc. etc." This is not useful for test positions IMO.
>2. is neither too easy nor too difficult (this estimation changes with software
>quality and hardware speed of course)
>3. should be documented with source, and solution variant(s)
>4. should offer a reasonable method to calculate and compare a total result
>
>Of course: The more postions like that, the better. If there are many positions
>of a suitable diffculty (in average), counting and comparing the number of
>solutions may be sufficient. With few positions, the solving time becomes
>importand for comparisons.
>
>I have tried to meet the conditions above in my Quicktest. It isn't too
>difficult, and is aimed at testing the analysis capabilities at *short* time
>controls. I.e. if you quickly browse through your last 3.000 chess server games
>:o), with only a few seconds per position. Which engine(s) are fastest in
>finding the usual blunders & petit combinaisons?
>
>http://meineseite.i-one.at/PermanentBrain/quick/quicke.htm (description &
>downloads)
>http://meineseite.i-one.at/PermanentBrain/quick/quick3.htm (results P3/700)
>
>I think none of these positions will be solved for the wrong reason (pls note:
>there are 2 avoid move tests among them). I've collected them from various
>different sources, human and computer games, studies too. There is a bandwidth
>of difficulty, from ~medium to easy. I don't think a program can solve all in
>the intended 1 minute per position (but maybe 20 or 21/24 on very fast
>computers).
>
>Regards,
>M.Scheidl

One idea which intrigues me that it may be possible to write a program which
would search a large database of games to find positions which meet the criteria
you suggest.  Ever heard of anything like that?  Think it is a good idea?  I
realize that the only large databases would be of human games, but maybe that's
unavoidable?

Bob D.



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