Author: Reinhard Scharnagl
Date: 09:51:37 01/10/04
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On January 10, 2004 at 12:45:19, Bob Durrett wrote: [:::] >The technical issue of how piece values can be properly estimated is very >interesting to me. > >In "ordinary" chess, the amount of human experience is measured in the millions >of games and so there is plenty of data available to estimate piece values for >human vs human games. > >For a new variant of chess where a new piece is to be used, there will not >initially be the extremely large database from which to draw piece valuation >estimates and such large databases may be a long time in coming. > >This begs the following question: "What would be a practical way to develop >information which could be used to get better piece valuations? > >Having a large amount of data provides two benefits: First, it makes >statistical evaluation feasible. Secondly, it provides many examples which could >be studied individually to improve our understanding of this topic. > >Engine versus engine experiments may be a practical solution. The time limits >might be blitz or faster and still give useful data. [Slow time limits provide >smaller databases in a given amount of time but may give better data.] > >The difficulty might be in deciding how to analyze the data to glean the desired >"piece valuations." Generally, piece valuations depend on a number of things >such as whether in opening, middlegame, endgame among many other things. > >Incidentally, my guess is that the overarching strategic concepts of "ordinary >chess" would still apply to chess variants as long as the variant is reasonably >close to the original. What "reasonably" might be is unclear. Hello Bob, did you have seen the pages on my web site on this theme? Some pages nearly from [http://www.rescon.de/Compu/schachansatz1_e.html]. Regards, Reinhard.
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