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Subject: Re: Chess System Tal II vs Shredder 8

Author: Tord Romstad

Date: 09:05:33 02/04/04

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On February 04, 2004 at 11:04:36, Thorsten Czub wrote:

>On February 04, 2004 at 06:39:49, Tord Romstad wrote:
>
>>This human does not find them obvious at all.
>
>
>I guess most newbies in chess would instantly throw the bishop into h6 without
>thinking too much.
>
>This is how CSTal works.
>
>the static evaluation says: do it. the search now has the problem to make the
>best out of the situation. this is a different aproach s8 or other programs
>try. they really try to find out about the situation.
>
>so in fact they do most of the work the opponent should do themselves.
>
>
>
>> The game is really cool, and
>>the bishop sac on h6 is very interesting.  Nevertheless, I am very surprised
>>that it worked.
>
>i was in the same situation. you sit behind the machine. than it is about
>TRUSTING. you trust s8 of course - world chess champion, new 18 searches.
>
>but suddenly the score goes into 0,00. Shredder had problems with
>draw-repetition lines. cstal evaluates draw-repetitions different than other
>chess programs.
>if cstal can draw, the draw is POSITIVE because WE can force whenever we want.
>
>so we have a draw and MAYBE MORE. this is IMO how humans think too.

Phalanx does the same as CSTal.  Perpetual check draws are given a small
plus score (+0.2, IIRC).  It's an interesting idea, but I haven't tried
it out myself, and I am not sure how well it would work.  Especially when
playing against weaker opponents, I am skeptical.  If my engine has an
advantage of 0.19, I don't want it to sacrifice a handful of pieces for
a perpetual check in the hope that there happens to be a mate.  But I think
some sort of refinement of this idea could be effective.


>>  After Bxh6 gxh6 Qxh6, white has no attacking
>>pieces except the queen,
>
>but therefore white has to bring pieces to the king.
>CSTal knows that this is important.

All engines know that this is important.  The question is whether it is
possible to do it quickly enough.  CSTal evidently thinks it is possible,
while most other programs don't.  Personally I have no idea.

>it has special algorithms that tell the
>program WHICH constellations of pieces are dangerous and which constellations
>are not a problem.
>
>when it sees a dangerous constellation, it wants to realize it on board.
>therefore the normal rook moves.  it's like a trajectory for CSTal. I wonder how
>Smarthink would play in this position.
>
>It seems to have similar kind of algos.
>
>>and needs several moves to bring pieces to the attack.
>
>
>thats called a plan :-))

Thank you for bringing up SmarThink and the idea of trajectories.  This
topic is very relevant to the discussion.  Let's assume that Bxh6 is
really correct, and that the attacking plan of Rd3 followed by f4 and
Rg3 really is quick enough.  This is precisely the kind of maneuvre
which tends to be pruned away by null move pruning.  Black has a big
material advantage, makes a null move, and the reduced depth search
is often not deep enough to see an attacking plan containing several
non-forcing moves.  This is the *really* big problem with recursive
null move pruning.  It is very surprising that so few engine developers
seem to be interested in it.

I think it is hard to solve this kind of problem purely by static
evaluation.  If efficiency was no concern, it would have been nice
to include the number of safe moves every black and white piece on
the board would need in order to attack/defend the exposed king in
the king safety evaluation.  But of course, doing such a calculation
at every node would be extremely expensive.

One of the many items on my list of ideas I want to try some day is to
do a "horizontal search" in all nodes more than n plies from the horizon.
This horizontal search should try to find the paths each piece can
traverse in order to safely reach a square where it participates in
the attack, assists a passed pawn, or some other important goal.  In
the CST-Shredder game, such a search would find the sequence of moves
Rd3-f4-Rg3.  The move sequences found by the horizontal search would
then be used to guide the search by extending the interesting moves
and/or avoiding to prune directly after them.  This is probably
similar to Markoff's trajectories.

SmarThink, by the way, is in my opinion the most interesting chess
engine which is under active development these days.

>>Gothmog, my own attempt to emulate the style and feel of CST, does not like
>>Bxh6.  It thinks two pawns and an exposed enemy king is not enough to
>>compensate for a bishop when there is only one attacking piece.
>
>but what about the rook.
>a queen and a rook ARE dangerous. why is gothmog not capable to see that you get
>the rook into the attack ?

The question is not only whether it is possible to bring the rook into the
attack, but also whether it is possible to do so more quickly than black
is able to bring sufficient defensive resources to the kingside.  This
is not easy to decide without a deep search.  Null moves makes it even
more difficult, of course, like discussed above.

>I remember CSTal played a similar game in paris. also with such a rook movement.
>and it saw it STATICALLY.
>not by search. but with the evaluations.
>like humans do it.

I am not sure I agree that that is how homans do it.  We always do a small
horizontal search as part of our evaluation function (thinking something
like "and here I can bring the rook to the attack via d3").

Tord




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