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Subject: Re: No Need For Computers To Evaluate Chess Positions!

Author: martin fierz

Date: 02:53:21 07/02/03

Go up one level in this thread


On July 01, 2003 at 14:10:44, Robert Hyatt wrote:

>On July 01, 2003 at 05:41:31, Graham Laight wrote:
>
>>When a GM is contemplating a move, he doesn't say to himself, "Hmmmmm. I would
>>give the resulting position a score of 1.723".
>
>Actually, he _does_.
>
>"Nb5 drops a pawn but has compensation in the attack on the enemy king."
>
>"Nf3 maintains material equality but my position is quite cramped."
>
>etc.
>
>I think that a human does _far_ more than just say "this is equal, winning
>or losing."  I know I do.  And the GM players I talk to seem to do this as
>well.  While they might not do millipawns (or even centipawns) they certainly
>do fractions of a pawn in positional compensation.

i think the main difference in human/computer eval is not what the original
author thinks. i agree with bob that players do think in such terms, e.g. i gave
up a pawn and i have "about enough compensation" or "some compensation but too
little" or "more than enough compensation" for it. this is more or less a direct
translation from numbers to words or vice versa.
the real difference lies elsewhere. humans can look at a position and say things
like "this is probably better for white but it's very unclear" or "this is a
technical position which is either a white win or a draw". when a human has a
choice between the above two possibilities, it is a matter of style which one he
chooses. a computer might give both of these positions the same number, and does
not choose based on style.

cheers
  martin

>>Such an evaluation is nonsense anyway. There should properly be only 3
>>evaluations:
>>
>>1. Winning position
>>
>>2. Drawing position
>>
>>3. Losing position
>>
>
>That would be great if it were possible, but except for forced mates and
>forced repetitions, there are no such "exact evaluations" in the actual
>game.  A GM might say "this is winning" but it is based on very fuzzy
>"computation" done mentally based on past experience and preferences.
>
>
>
>
>
>>It would be nice if a program could work as follows:
>>
>>"nb5. This position contains a possible bishop trap".
>>
>>"nd5. This puts more pressure on the opponent's king"
>>
>>"Opponent classification: bishop trap success rate = 25%"
>>
>>"Opponent classification: king attack success rate = 15%"
>>
>>"Choice = nb5".
>
>That is about "discernability".  It is a tough problem but a well-known
>issue in computer chess.
>
>
>
>>
>>-g



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