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Subject: Re: Diep as a strong sparring opponent (longish)?

Author: Uri Blass

Date: 23:04:52 10/15/03

Go up one level in this thread


On October 16, 2003 at 01:40:39, Uri Blass wrote:

>On October 15, 2003 at 23:26:41, Christophe Theron wrote:
>
>>On October 14, 2003 at 18:47:31, Uri Blass wrote:
>>
>>>On October 14, 2003 at 17:58:04, Christophe Theron wrote:
>>>
>>>>On October 14, 2003 at 03:54:28, Uri Blass wrote:
>>>>
>>>>>On October 14, 2003 at 03:49:38, Christophe Theron wrote:
>>>>>
>>>>>>On October 13, 2003 at 15:44:30, Joachim Rang wrote:
>>>>>>
>>>>>>>On October 13, 2003 at 14:19:14, Christophe Theron wrote:
>>>>>>>
>>>>>>>>On October 13, 2003 at 13:09:03, Charles Roberson wrote:
>>>>>>>>
>>>>>>>>>
>>>>>>>>>  You make the statement that Diep is a positional engine and you chose it based
>>>>>>>>>on that. So, why did you run G/5 matches? At G/5 tactics and search depth
>>>>>>>>>is crucial.
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>I would like to bring to your attention that tactics and search depth are
>>>>>>>>crucial at any time controls in chess.
>>>>>>>>
>>>>>>>>Showing dimishing returns from increased search depth is so difficult that in
>>>>>>>>practice there is little difference between blitz and long time controls.
>>>>>>>>
>>>>>>>>If engine A gets a beating at blitz, expect it to get the same beating if you
>>>>>>>>repeat the match with long time controls.
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>    Christophe
>>>>>>>
>>>>>>>
>>>>>>>Hi Chrisotphe,
>>>>>>>
>>>>>>>this interesting statement was many times repeated from you, but in the meantime
>>>>>>>a lot of tests have shown, that there are certain programs (not all) which give
>>>>>>>different results at short and long games. Hiarcs i.E. is better at short
>>>>>>>timecontrols, for Rebel the contrary is true.
>>>>>>
>>>>>>
>>>>>>
>>>>>>I do not think that your examples are true.
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>>I think one could easily tune an engine to short or long time controls (not that
>>>>>>>this is necessarily a good idea, but it is possible and therefore you can not a
>>>>>>>priori know if y program plays wiht equal relative strenght at all time
>>>>>>>controls).
>>>>>>
>>>>>>
>>>>>>
>>>>>>It is possible, if you try hard enough, to build a very unbalanced chess
>>>>>>program.
>>>>>>
>>>>>>But it is relatively easy to get rid of this problem. So I don't see why someone
>>>>>>would design on purpose a program that would be weak at blitz and strong at long
>>>>>>time controls.
>>>>>>
>>>>>>
>>>>>>
>>>>>>    Christophe
>>>>>
>>>>>If somebody has a bad data structure so he cannot calculate the functions that
>>>>>he needs fast then he may prefer instead of improving the data structure to
>>>>>improve the branching factor so the program may earn more from time relative to
>>>>>the opponents.
>>>>>
>>>>>Uri
>>>>
>>>>
>>>>
>>>>You do not need to be slow to have a state of the art branching factor.
>>>>
>>>>Take a very slow program (slow because it spends a lot of time ordering the
>>>>moves) and add on top of that two plies of very fast search (not perfectly
>>>>ordered, but not too bad either).
>>>>
>>>>You get a very fast searcher with an excellent branching factor (the last two
>>>>plies might not very good in branching factor but you won't notice).
>>>>
>>>>Being fast is not an excuse for having a bad branching factor.
>>>>
>>>>Being slow won't give you any advantage in branching factor.
>>>>
>>>>
>>>>
>>>>    Christophe
>>>
>>>I do not say that you need to be slow in order to have state of the art
>>>branching factor but being fast is also a function of the data structure that
>>>you choose.
>>>
>>>programmers have limited time and if they choose to improve order of moves
>>>instead of improving the data structure then they may achieve being 200% faster
>>>at slow time control and 50% faster at blitz instead of being 100% faster in
>>>both cases.
>>>
>>>Uri
>>
>>
>>
>>I have repeated many times that it is possible to build an unbalanced chess
>>program.
>>
>>But competitive chess programs are not unbalanced, because it is not excessively
>>hard to build a balanced chess program.
>>
>>In the example you mention, the program would not be competitive because it
>>would be anyway also slower at long time controls than programs based on a
>>reasonably fast data structure. Not to mention the disaster at blitz.
>>
>>
>>
>>    Christophe
>
>Unless the programmer found a way to have better branching factor relative to
>the commercial programs and in that case it may be even better at long time
>control and weaker at blitz.
>
>Uri

I can add that personally I also plan to optimize my program for long time
control at least in the near future.

Of course I plan to make it better in every time control but I do not plan to do
things like:

1)Using profile based optimization(I do not have it as a possibility in visual
C++ 6 and I do not have visual C.net).
I also do not like to waste time again and again after changes only for some
static speed improvement when I expect big improvement not from doing things
faster).
2)Using assembler stuff.
3)testing which functions to inline and which functions not to inline(I use
today inline every suitable).

Maybe I will do it if I believe that I cannot make it more than 100 elo better
in a year by other ways but it is not the case today.

Uri



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