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Subject: Re: so far...

Author: Uri Blass

Date: 05:25:38 08/03/03

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On August 03, 2003 at 07:50:23, Jonas Bylund wrote:

>On August 03, 2003 at 07:22:47, Thorsten Czub wrote:
>
>>On August 03, 2003 at 06:37:45, Jonas Bylund wrote:
>>>The point of Emerson Tan which i find interesting, is that for very long
>>>analysis it would be nice to have a version of program X (besides the default
>>>.exe, .eng etc) that has as much knowledge as could possibly be squeezed into
>>>program X (which in this case could be Rebel, but any srtong engine would do
>>>really). Now this would hurt it's performance in fast games, but what about say
>>>3 days per move or more?
>>>
>>>Jonas
>>
>>the knowledge in programs is often wrong implemented and programmers
>>don't know that the algorithm is not working as it should.
>>
>>often different parts of knowledge wipe out each other, so that putting
>>3 very good ideas altogether makes the program losing.
>>
>>i doubt that it would make much sense to switch anything on you have.
>>the right tuning is the important thing IMO.
>>
>>if you switch anything ON, the program would IMO play weaker as it is in
>>default.
>
>You have to remember that i am talking about a completely different  timecontrol
>than what most testing is based on (standard, rapid and blitz). I am talking
>about x days per move and that is not (to my knowledge) what most engines are
>tuned for. Therefore there is not much we can do to guess the outcome of adding
>more knowledge at LONG time controls, it has to be put to the test, in other
>words: practical play will either support adding more knowledge at x days per
>move or the opposite.
>
>Jonas

I think that it is a sure way to waste a lot of time without significant
results.

I suggest that you first prove that the optimal knowledge parameter is higher in
 30 minutes per game than in 1 minute per game.

If it is not higher then I see no reason to assume that it suddenly starts to be
higher when you use more time.

Uri



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