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Subject: Re: A question about how the evaluation function works

Author: Ron Murawski

Date: 08:54:43 11/15/02

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On November 15, 2002 at 04:20:56, Daniel Clausen wrote:

>On November 14, 2002 at 13:34:05, Ron Murawski wrote:
>
>>On November 14, 2002 at 03:26:47, Daniel Clausen wrote:
>>
>>>On November 14, 2002 at 01:47:38, Ron Murawski wrote:
>>>
>>>[snip]
>>>
>>>>A computer never knowingly plays a true sacrifice. All it can do is make the
>>>>move that will get it the highest score, aka "best move".
>>>
>>>And that is different to how humans play a sacrifice exactly how? Computers
>>>are a bit more number-centric than humans, but that is true for the
>>>non-sacrifice-moves as well as the sacrifice-moves.
>>>
>>
>>The distiction is this: a human can make a move based on gut-instict or based
>>on experience from playing other similar positions, a computer cannot.
>
>My point was that this is also true for non-sacrifices.
>
>And about the gut-instinct: there was this Novag board computer several years
>ago (ForteC or something was its name, but I'm not sure. maybe Guetti knows? :),
>which played so-called PSH-moves (in german: passt sicher halbwegs) which were
>moves like Bxh7+ in situations where the computer thought that this could be a
>good attacking chance, although it didn't see the full consequences in the
>calculated tree yet.
>

I'm trying to do that in my own engine.

>
>>If a chess player knows his opponent he might play a slighly inferior move
>>knowing that the other player is uncomfortable in certain situations whereas a
>>chess engine will never play a slightly inferior move.
>
>Things like "asymetric king evaluation" could do that too. (if it's turned of
>against GMs but not against 'normal humans')
>
>
>>In order to get a computer to play a true sacrifice, you have to give a large
>>enough positional bonus to fool the engine into thinking it's gaining
>>something.
>
>Define "true sacrifice"?
>

The computer loses material and cannot win it back in the lookahead. The
material piece gets traded for purely positional evaluation points.

>It's a bit difficult to discuss this stuff.. What am I supposed to tell you when
>you tell me that the Kramniks play sacrifices because of intuition, gut instinct
>and whatnot, and if a computer plays a sacrifice then it's not a "true
>sacrifice" because it's just some positional bonus somewhere..
>

I agree, this is a very difficult subject just to define.

>What if I'd do the following in my engine:
>For every "sacrifice" (for the moment, I define a move a sacrifice if the engine
>doesn't see a material equality/advantage after the PV - hey, at least I come up
>with a definition! ;) my engine plays, I mark this move (eg Bxh7+) in a
>permanent hashtable/list. Now my engine plays in a tournament and sees 2 moves
>as promising in a certain position:
>
>Be4-e2, with a score of +0.5  (material +0, eval +0.5)
>Be4xh7+, with a score of +0.4 (material -2, eval +2.4)
>
>Now my program looks in this other 'sacrifice-list' I mentioned before and
>decides to play Bxh7+ because it won 10 games with this sacrifice before (and
>only lost 1), whereas the move 'Be2' doesn't have an entry.
>
>What is this now? If a human does that, it's probably "based on experience". If
>my engine does that it's "just adding some positional bonuses"?
>

That would be a way of imitating human behavior. Interesting idea...

>Of course it would be a clever list, which would only add "Bxh7+" to the list,
>if blacks kingside would still be in good shape otherwise (pawns on f7, g7, h7,
>rook on f8, king on g8) And other things which improve the 'quality' of the
>sacrifice-list. :)
>
>Sargon

Sorry, but I'm about to leave for a week or so. Not much time...

Ron



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