Author: Uri Blass
Date: 10:52:01 11/27/02
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On November 27, 2002 at 13:02:19, Bob Durrett wrote: >On November 27, 2002 at 12:01:24, Robert Hyatt wrote: > >>On November 27, 2002 at 09:49:55, Bob Durrett wrote: >> >>> >>>Disclaimer: I do not know the specifics of how position evaluation is >>>accomplished in the top chess engines. >>> >>> >>>From what I have read here, position evaluation is typically accomplished with a >>>"function." This function appears to be fairly simple. Otherwise it would be >>>called a position evaluation "subprogram." Since a large number of positions >>>are evaluated, the evaluation must be very quick and hence simple. >>> >>>Less processor time is available for searching if the amount of processor time >>>used for position evaluation is increased. In an extreme example, one might >>>devote 90% of the processor time to position evaluation. I do not know what >>>this percentage is in practice. If a huge number of positions are evaluated, >>>then the total amount of processor time devoted to evaluation might be large. >>> >>>It seems that there is a tradeoff between complexity of position evaluation and >>>the number of positions evaluated. My impression is that current engines devote >>>only a very small percentage of the processor time to evaluation of any given >>>position. >>> >>>Devoting a large amount of processor time to position evaluation of each >>>individual position would make sense, or so it seems, only if the evaluation >>>were very very good. Essentially, this would mean evaluating only a relatively >>>few positions but evaluating them extremely well, using a complex position >>>evaluation subprogram. >>> >>>In theory, a perfect evaluation subprogram would have to evaluate only one >>>position for each move made. Maybe someone would say that chess engines do just >>>that. They "evaluate" the position after the move was made. They just do it >>>using search algorithms. >>> >>> >>>So, this leads to the following question: >>> >>>Has anybody yet explored the option of using complex evaluation subprograms >>>[which do not rely primarily on the use of search algorithms] for position >>>evaluation? >>> >>>Bob D. >> >> >>You definition of "simple" is very vague. For example, is Crafty "simple" or >>"complex"?? > >I was definitely NOT saying Crafty is simple!!!! I was referring to the >position evaluation code only. Also, I meant simple in a relative sense, when >compared to more complex evaluation, or to the overall chess engine program. > >>Whichever you choose, Crafty spends over 50% of the total time used for >>selecting a move in executing the evaluation code. > >********************************************** > >That is very interesting information! It would be nice to have similar >information for other chess engines. [Hint.] It is not clear. Movei of today still use the number of legal moves in order to use it in the evaluation. Should I calculate the time of generating moves in the time of the evaluation? Uri
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