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Subject: How Does the Typical Chess Engine Solve Non-Tactical Positions?

Author: Bob Durrett

Date: 05:52:41 12/06/02

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Ingo:

Your discussion of tactical versus positional is very insightful.  Your ideas
are closer to the problems chess programmers actually face when trying to make
their engines do well with non-tactical positions.

I would like to see more information about the different programming methods
chess programmers have used to make their engines do well in non-tactical
positions.  Your discussion gives some insight in your approach.  Also, your
comments may be useful to programmers who are looking for a better way to solve
this problem.

Bob D.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _


On December 06, 2002 at 04:18:00, Ingo Lindam wrote:

>On December 05, 2002 at 20:31:41, Bob Durrett wrote:
>
>Hi Bob,
>
>I guess I will leave your 'GMs-in-a-box'-setting a little, when I say that for
>me to distinguish between "positional" and "tactical" has mainly nothing to do
>with the position, but with the way I make my decision about the best move or
>just the evaluation of the current position.
>
>'Tactical' (for me) means to argue on basis of concrete variations and
>'positional' on basis of (positional) features or pattern in the current
>position, the experiences with this kind of features,... You can also put that
>decissions based on exact knowledge into this class (of positional decissions)
>or give trhem a third class (exact knowledge about a position is really rare,
>but e.g. with help of EGTB you have it atleast for some positions, but also e.g.
>a mate position you can exactly evaluate).
>
>So 'tactical' decissions are always based on 'knowledge based'
>decissions/evaluations or 'positional based' decisions at the leaves of the
>search tree.
>
>Playing games you will not often make pure 'positional' decisions, but also make
>some 'tactical' thinking. So both will mix up in practical chess / playing games
>usally. So to when seperating everything in just this two classes, you will have
>you weight whether a decission it is more tactical or more positional.
>
>Just looking at a move that is played you can't say whether the decission is
>made 'tactical' or 'positional'. Also to sacrify a Bishop on h7 is not necessary
>(more) tactical in my opinion. You could look at the position and say there
>enough pieces attacking the black kingside and too less black pieces defending
>the king that I am sure, the king will be mated or atleast I will win enough
>material by this attack (or atleast a perpetual check will be reachable).
>
>You ofcourse could classify the positions whether there is a proofable tactical
>solution of it. Where you can proof such a solution the position could be called
>(more) tactical. But when you don't see a proof within a certain scope a
>position and you would like to call it a 'positional one' it might also be
>'tactical', but you just need a deeper look into the search tree to see that.
>
>I guess you see that with my definition to distinguish between positional and
>tactical it strongly depends on who plays or makes the evaluation of a position
>or the decision for next move. So between human beings and the chess engines
>today there should be a natural difference, because of the different scope.
>
>And you can obviously find some positions that you can claim to be tactical. But
>to decide it is not tactical you have also to give a scope within that it is not
>tactical. Assume you have a full tree (just theoretically assume) then nothing
>positional will be left... everything turns into tactical proofable.
>
>So every position you name to be positional is just as long positional as you be
>not able to proof the tactical solution. Again: Every so called 'positional'
>position has a tactical solution. Just sometimes it is hidden too deep in the
>tree.
>
>Internette Gruesse,
>Ingo
>
>
>
>
>>
>>Imagine the following experiment:
>>
>>Several very strong chess players, preferably GMs, are put in a room and given
>>the task of categorizing a very large set of chess positions.  Assume also that
>>they are willing participants.
>>
>>There is one large box filled with a large number of slips of paper.  Each slip
>>will have a single chess position on it.  No two slips of paper have the same
>>position.
>>
>>To obtain the positions on those slips of paper, a large number of positions
>>were previously selected, using some *completely* random process, from a large
>>database of high quality games.  Being completely random, this process should
>>have produced roughly equal numbers of opening, middlegame, and endgame
>>positions.
>>
>>There are three large empty boxes, open at the top.  One box is labeled
>>"tactical." Another box is labeled "positional."  The third box is labeled "no
>>consensus reached within allotted time."
>>
>>The GMs are to try to reach a consensus.  [No fair cheating!] They have a
>>reasonable amount of time to examine each position.  All positions for which
>>consensus is not reached go in the box labeled "no consensus reached within
>>allotted time."  Otherwise, if the consensus is that the position is "tactical,"
>>the slip of paper goes into the box labeled "tactical."  Finally, if consensus
>>is reached that a position is "positional," it goes into the box labeled
>>"positional."
>>
>>Would it not then reasonable to DEFINE positions in the "tactical" box to be
>>"tactical" and the positions in the "positional" box to be "positional"?  I
>>believe that would be reasonable.
>>
>>I expect that, when all the slips had been examined, there would then be quite a
>>few slips in the "no consensus reached within allotted time" box.  My
>>expectation is based on my perception that there are many positions that are, at
>>the same time, both "tactical" and "positional," or maybe halfway in between.
>>
>>What does this have to do with computer chess?
>>
>>A second experiment could then be performed.  Each position in the "tactical"
>>box would be examined, this time, not by HUMANs but by the top chess engines.
>>
>>The purpose of the experiment would be to find tactical positions that presented
>>problems for the chess engines, requiring too much time for evaluation.
>>
>>The same could be done for the positional and indeterminate positions.
>>
>>What would be the findings of this experiment?
>>
>>If modern chess engines are good at evaluating tactical positions, then there
>>may be only a very few tactical positions found to be difficult for chess
>>computers.
>>
>>If chess engines are poor at evaluating positional positions, then there may
>>turn out to be a large number of positions found to be difficult for chess
>>computers.
>>
>>And what about the positions taken from the "no consensus reached within
>>allotted time" box?  Your guess is as good as mine.
>>
>>Now, here is a test:  [You have five seconds to answer.]  What are the
>>definitions of tactical and positional positions?  [Tick, tick, tick.]
>>
>>Bob D.



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