Author: Anthony Cozzie
Date: 07:35:35 12/29/03
Go up one level in this thread
On December 29, 2003 at 09:04:44, Tord Romstad wrote: >On December 28, 2003 at 22:18:04, Anthony Cozzie wrote: > >>In my personal opinion: The time of such static tricks has passed. When people >>ran on a 386 and struggled to get 5 ply, extensions && pruning were critical. >>Top programs nowadays get 14 ply. The simple fact of the matter is that >>computers are almost perfect tactically. More depth now is purely for >>positional benefit. Right now I'm trying to _reduce_ my extensions, not add >>more :) > >By proceeding in the same direction, you will start adding reductions. :-) > >I disagree that computers are almost perfect tactically. In the comp-comp games >I see, >a high percentage of the games are decided by a tactical mistake by one of the >engines. >You may be right that the main importance of more depth is stronger positional >play, >but I don't see this as a reason to avoid using knowledge in the search. By >pruning or >reducing anti-positional moves with no tactical potential, you will search >deeper positionally >*and* tactically. In blitz, maybe. But at longer time controls even Zappa makes almost no tactical errors. >You also once again make the mistake of believeing that everybody is only >interested >in making their engines play well on super-fast hardware. Programming a chess >engine >that plays well on a fast, modern PC is so easy that it is almost boring. In my >opinion, it >is much more interesting to invent techniques which do not require extreme speed >of >computation in order to work. Depends on how you define "well". Better than a human? easy. Better than Crafty/Yace/Ruffian? more challenging. >>Thorsten and Ed have both said that Rebel plays better with the reductions off. >>The only engine on ICC that uses his reductions is Chompster, and I've seen >>chompster make errors on a 10 ply search that Zappa catches with a 6 ply search. > >When you start a sentence with "The only engine on ICC that uses ...", the >statement will >almost always be wrong, no matter how you complete it. Gothmog ("GothmogX" on >ICC) >doesn't use exactly the same reductions as Rebel, but it does many similar and >often more >aggressive reductions (for instance, I have no upper limit for the number of >reductions in a >single path). I'm sure you'll be able to find positions where Gothmog makes >errors in a 10 >ply search which Zappa catches with a 6 ply search, but I also think it is >possible to find >positions where the opposite happens. First of all, for me and I think you chess programming is a hobby, not a job. We are free to do whatever we want: optimize for standard time controls and dual opteron, or 2 minute bullet on a cell phone, or for playing an interesting game of chess, or for being a good sparring partner for my grandmother, or whatever. Being the competetive person I am, I try to make a strong engine, so that is my viewpoint. Secondly, I am talking about strong chess programs. Commercials + top amateurs. Ruffian made a tactical error at Leiden 2003. 1 error. And we were all amazed because it happens so infrequently. When you get 14 ply, you just don't make mistakes. You have to win with eval/book. Third, my point was not to derogate Chompster or Gothmog, but simply point out that worst case performance is what matters. What do you think is stronger: 35 14-ply searches and 5 8-ply searches, or 40 13-ply searches? That is the problem with all static tricks: Every now and again they are wrong, and when they are wrong your program can lose the game in one swift swoop. I think it is possible to add 20-30 elo to your engine with static pruning. HIARCS and Shredder seem to have static pruning that more or less works. But I think it takes years to get right. anthony
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