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Subject: Re: What Makes a Chess Engine Better Vs Humans?

Author: Robert Hyatt

Date: 10:54:32 09/06/98

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On September 06, 1998 at 13:27:21, Don Dailey wrote:

>On September 06, 1998 at 02:22:21, Ed Schröder wrote:
>
>>>I have always been interested in this question of intransitivity
>>>between humans and chess programs.   A lot of people claim, almost
>>>always based on some anecdotal evidence, that various programs
>>>are much better or weaker  against humans or other programs and
>>>that huge intrasitivities exist.   My own thinking is that this
>>>is minor, but I know I'll get a lot of disagreement here.
>>
>>>I can't tell you how many times I have heard this type of
>>>conversation:  "I played a game with program
>>>X and got crushed, then I played a game with program Y and
>>>won easily.  But when I played the two programs together,
>>>program Y demolished program X."   From a measly 3 games
>>>can you come to the conclusion that program X is not very
>>>strong against other programs but is "crushing" against
>>>humans?
>>
>>>But once you form a conclusion, then you start noticing the
>>>events that reinforce your conlusion and you minimize the
>>>events that do not.  Usually, the opinion propogates to other
>>>people if it gets stated enough times.
>>
>>>Here are the ones I have heard but have serious doubts whether
>>>they are true, or at least crystal clear:
>>
>>>  1. Novag machines a much better against people but no good
>>>     against other programs.
>>
>>>  2. Genius is not very good against people but crushes other
>>>     computers.
>>
>>>  3. Genius is particularly good aginst people, but just so-so
>>>     against other programs (yes, I've heard both cases stated
>>>     as facts.)
>>
>>>  4. Deep Blue will crush any computer but is not much better
>>>     that micro programs against humans.
>>
>>>  5. Any kind of forward prunning or selectivity will help a
>>>     lot against humans but is not so good against computers.
>>
>>>  6. Same as 5 but reversed.
>>
>>
>>Hi Don,
>>
>>That's why I asked for the statistics of chess programs playing humans so
>>we can compare and discuss. I have given mine. On my home page I have
>>a database with the following items:
>>
>>- Unique database of the most famous Man vs Machine events.
>>- AEGON 1991-1997 complete!
>>- Harvard Cup 1989-1995
>>- Special matches like Deep Blue-Kasparov, Rebel-Yusupov etc.
>>- Total 1900 (!) games
>>
>>The direct download address is: http://www.rebel.nl/mvsm.zip
>>
>>- Ed -
>>
>>
>>>- Don
>
>
>Hi Ed,
>
>I am in no way discouraging this kind of research.  As I have stated,
>I DO believe it's possible to emphasis a certain kind of intransitivity
>as you are trying to do with Rebel.  After all, chess players study
>their specific opponents in an attempt to increase their winning
>ability (even if temporarily) against that single opponent.  Since
>human and computers have known strengths and weaknesses it should be
>possible for each to take advantage of the other.
>
>Having actual data as you suggest is certainly the way we should
>approach this if we really want to understand this phenomenon (or
>lack of.)   The very nature and difficulty of getting solid data
>on man vs machine makes this type of discussion more likely to
>involove lots of subjective opinion and speculation rather than
>facts and logical thinking.
>
>- Don



Note that obtaining the games is not as hard as you'd think.  IE how
many thousands of blitz game scores would you like between Crafty/Ferret
and GM players?  :)

Yes, mostly blitz...  but there are things that can be learned there.  IE
computers still need work on preventing blocked pawn positions, something
that I am finally having very few problems with.  But there are still other
cases where the GM's simply know too much instinctively, while a program
has to "grind it out."

But getting data on the servers is trivial...  you just need an interface,
a machine, and get ready for some interesting battles...



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