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Subject: Re: Origin of Test Suites/Positions?

Author: Robert Henry Durrett

Date: 16:42:25 06/22/02

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On June 22, 2002 at 18:50:12, Mike S. wrote:

>On June 22, 2002 at 10:42:46, Robert Henry Durrett wrote:
>
>>On June 22, 2002 at 06:45:54, Mike S. wrote:
>>(...)
>>>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?
>
>Some engines will play the intended solution immediatly, some others might see
>it too, but will play the in-between move before (i.e. a strong but simply
>refuteable threat) which delays the solution move. In these cases, you can't
>measure the solution time of the program which plays the in-between move, in the
>original test position. Afterwards it's a different position. Also there will be
>engines which play the in-between move but would not have found the solution
>move previously (which you can never really tell because of that). IOW, useless
>for a test suite.
>
>In practise, demands are even more strict. For example, when I released my
>Quicktest, I was not aware that many people use test suites (seemingly only)
>with *automatic* testsuite processing functions. Some of those functions can't
>handle avoid move tests. So these program "solved" the am positions by "finding"
>the wrong move immediatly... :o)
>
>But I keep the am positions, and ask people to test manually. It takes only ~30
>mins total. It's also much more informative IMO, to watch the thinking process
>of the various engines "live".
>
>>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?
>
>(see posting above)
>http://www.talkchess.com/forums/1/message.html?237027
>
>That describes the "manual" method. It should be possible to write a program
>which finds such evaluation jumps (especially if both engines show one), if the
>annotations/search info follow a standard format of some kind, i.e. from a PGN
>file. Maybe such a program even exists, I don't know. But such a program could
>only guess, IOW. offer a "rough" selection of positions which *may* be useful.

Perhaps that would be a significant accomplishment.  It would reduce the size of
the collection and might avoid further consideration of useless positions.

As I see it, the process should be automated to the maximum extent practical, to
minimize the remaining "manual" work.

Perhaps the search criteria could be improved also.

Bob D.

>
>Another idea is to quickly browse through games in the Fritz or ChessBase GUI,
>with the *material* info line on (or in another program which shows the material
>balance in a similar way). Usually, the (tactical) interesting positions will be
>somewhere near the changes of the material balance. For example, if the winning
>program gets behind in material. Which most often means that it has played a
>successful sacrifice.

Same comments as above apply here too.

>
>I think I found a lot of test positions that way.
>
>Regards,
>M.Scheidl

Bob D.



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