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Subject: Re: DB vs Kasparov Game 2 35. axb5

Author: Vincent Diepeveen

Date: 00:30:36 11/24/98

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On November 23, 1998 at 11:36:44, blass uri wrote:

>
>On November 23, 1998 at 09:37:25, Robert Hyatt wrote:
>
>>On November 22, 1998 at 11:49:54, blass uri wrote:
>>
>>>
>>>I did not ask for all the tree but only the tree up to the point that my
>>>programs can see by search of 3 minutes that black has at least 1 pawn
>>>advantage.
>>>
>>>This is clearly less positions
>>>because if in the leaves it is -2.xx then Junior can see some moves before the
>>>leaves that it is -1.xx
>>
>>
>>ok... rather than 10 million pages, it might only be 1 million pages.  How
>>would we get those to you?  :)
>>
>>what you are overlooking is the point that junior (and all the other programs)
>>look at a fat, shallow tree.  IE how do you think a program like Crafty, doing
>>300K nodes per second, reaches 12 plies in the middlegame, while Deep Blue,
>>doing 1,000 times as many nodes per second, only reaches to 10-11 plies in the
>>middlegame?  Because *they* are searching 10 times deeper than I am on most
>>moves, thru their "singular extensions" (and other extensions).  We've already
>>seen that in the Deep Blue vs Kasparov game two, Dark Thought and Ferret have
>>searched axb5/Qb6 to depth 20 or 21 without seeing anything to cause it to fail
>>low, yet we know deep blue did.  At 1/2 that depth.  So it might take a program
>>like junior *fifty* plies to find what is going on there for all I know at
>>present.  And if I could somehow give you a PV to get you down to the point
>>where Junior sees this, it would be so deep, probably, that it would be easy
>>to say "but this isn't the best move, white or black should try this instead.
>>And we end right back up at square zero.
>>
>>There are just some things they can see at 250M+ nodes per second that we won't
>>ever see...
>
>we are discussing about deepthought 2 game and not about deeper blue
>deepthought could not calculate 250M+ nodes per second
>
>>
>>
>>
>>>
>>>>I don't have their "output" for this move.  As I said before, we sat at the
>>>>same table playing this game at the 88 ACM event (I think).  I saw their output,
>>>>they saw ours.  We both saw them fail high with a score > 2.0, while we were
>>>>reasonably happy with our score...  until the roof fell in about 10 moves
>>>>later... and their eval didn't vary by much for the entire sequence...  So I
>>>>can't give you their output, since I don't have it (they were using a laptop
>>>>to display their stuff).  I can only tell you what actually happened in the
>>>>game.
>>>
>>>I believe that cray blitz lost because of a mistake that came after c5(maybe at
>>>move 32 because I do not see what is wrong with 32.Bg5)
>>>The fact that they have score>2.0 does not prove that they were right in the
>>>evaluation.
>>
>>
>>You'll have to believe what you want here.  I *know* that a program that doesn't
>>do any selective forward pruning and which doesn't use null-move is *not* going
>>to make that kind of mistake, except perhaps for some sort of horizon effect on
>>the end where they can't actually take the piece due to a mate threat or some-
>>thing more serious. But that's not the case in this position...
>
>There can be a mistake in the evaluation function
>They may evaluate -2.xx something that top programs evaluates as -0.xx

Exactly. In the sacrafice line, the white kings get to e2. Deep Blue
probably evaluates that 1 pawn tougher all together (the king safety),
then already without singular extensions you're playing axb5. Difference
in evaluation is around 0.90 pawn, so 1 pawn extra for king safety.

The heuristic is also easy: just scan around king for pawns: not a single
pawn there when king gets in the Qb6 to the square e2.

This is not a single proof of singular extensions. All moves it made
only are a proof of very few evaluation terms, which are set very high.

>Uri



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