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Subject: Re: Crafty Static Evals 2 questions

Author: Robert Hyatt

Date: 08:25:23 02/24/04

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On February 24, 2004 at 11:17:32, martin fierz wrote:

>On February 24, 2004 at 11:06:00, Robert Hyatt wrote:
>
>>On February 24, 2004 at 10:37:21, martin fierz wrote:
>>
>>>On February 24, 2004 at 10:19:51, Anthony Cozzie wrote:
>>>
>>>>On February 24, 2004 at 09:32:08, martin fierz wrote:
>>>>
>>>>>On February 23, 2004 at 23:05:58, Robert Hyatt wrote:
>>>>>
>>>>>>On February 23, 2004 at 18:52:36, Geoff Westwood wrote:
>>>>>>
>>>>>>>Hi
>>>>>>>
>>>>>>>I was perusing the latest table of results, Crafty's static eval of 2 of the
>>>>>>>passed pawn positions were interesting.
>>>>>>>
>>>>>>>Assuming I havent made a mistake in the cutting and pasting
>>>>>>>
>>>>>>>Position 1
>>>>>>>8/4k3/8/7P/1P6/3p4/4p3/4K3 b - -; id "PP-00004"
>>>>>>>
>>>>>>>[D]8/4k3/8/7P/1P6/3p4/4p3/4K3 b - -
>>>>>>>
>>>>>>>Crafty reckons this is +4.8 (good for white). This is rather clever as although
>>>>>>>the black king could catch either of the white passed pawns, it cannot stop
>>>>>>>both. Also blacks 2 advanced pawns cant do anything as the white king gobbles
>>>>>>>them up easily. Only Crafty and Tinker understand this position statically. Any
>>>>>>>tips on what the algorithm is to sort this one out ?
>>>>>>
>>>>>>
>>>>>>This is the idea I have reported here before, pointed out (demanded to be fixed
>>>>>>in fact) by a GM friend of mine.  The idea is that the two separated pawns are
>>>>>>better than the two connected passers.  The king stops the two connected passers
>>>>>>easily until the enemy king supports them, meanwhile the split passers walk on
>>>>>>in...
>>>>>
>>>>>i don't like the generality of your statemtent here, but - it is a small price
>>>>>to pay if it's right in most cases. which perhaps is the case. anyway, here's my
>>>>>question:
>>>>>
>>>>>what does your static eval say for the black king on e6/e5/e4/e3 ? i wouldn't be
>>>>>surprised if it got it wrong in some cases now...
>>>>>
>>>>>cheers
>>>>>  martin
>>>>
>>>>The question is always "what do you put in the search, what do you put in the
>>>>eval" <shrug>.
>>>
>>>sort of - for me the answer is clear. the point i wanted to make (not the first
>>>time, BTW) is that returning huge evaluations in positions like this may not be
>>>a good idea because they are *very* sensitive to details like king position.
>>>e.g. if i got it right, then it's a white win with the king on e6, but a black
>>>win with the king on e5. do you really want to allow your static eval to return
>>>a white win when it might be a black win?
>>>of course you can say that if you get it right 60% of the time, it is better
>>>than returning an equal eval in this kind of position. but wouldn't it be better
>>>then to return something like +- 1 so that you never blunder into this when you
>>>are e.g. a piece up and see this type of transition?
>>>i generally try to return huge evals only when i am very certain that they are
>>>correct.
>>>
>>>cheers
>>>  martin
>>
>>You are looking at this the wrong way.  If you want 100% accuracy, you will die
>>from it.  :)
>
>hehe, i never claimed i wanted 100%. i think your score should reflect the
>amount of certainty you have.
>
>>If you don't do what I do, you will like connected passers, and in 90% of the
>>games I will beat you when that comes up.
>
>nope. your rule "connected passers are strong when there are many pieces,
>separated passers when there are few pieces" is good in some cases. but it is
>not good in quite a lot of cases IMO, with no disrespect to your GM friend. if i
>make a more accurate version of that rule, i will beat you when it comes up :-)
>

Perhaps you misunderstood my idea.  Connected passers are better when there are
any pieces on the board.  But split passers are better when there are none.  I
just have a smooth transition from one to the other to avoid yet another problem
called "an evaluation discontinuity"..

The king distance is an easy one to fix.  IE my passed pawn race code already
handles it correctly, in that a pawn can "run" if the king is close enough to
defend the queening square before the opponent's king can get there, as one
example of multiple special cases I handle...



>> Do you want to be right 100% of the
>>cases you recognize, leaving 95% as "unclear and probably lost" or do you want
>>to be right in 90% of the total cases?
>>
>>I choose the latter...
>>
>>No doubt it can be made more accurate.  But no doubt that without it, it is even
>>less accurate...
>
>that wasn't my point. i assume you are returning a +5 for white even with the
>black king on e5 and you can lose games where you are completely winning because
>of this.

Maybe.  But most likely not.  Wait for my hash collision paper to come out, for
some _eye-popping_ information about the overall tree search space and how
resistant to errors it really is.  But that aside, remember that I do a decent
search as well, _before_ doing static evaluations.  If you put the king at e4,
it doesn't take much of a search to see that black wins, and the eval can't hide
that because I only evaluate positions reached in the q-search.



> my theory is that you should try to recognize who is winning, but
>differentiate between being certain that it's a win, and just guessing it's a
>win. there are very many positions where you can be 99% certain, and for these
>returning a +5 is ok IMO. for those where it's not so clear, you should guess
>the result, but only return +1 or so.
>if you allow a +5 for such positions, you can get into this from a position
>where you were a piece up, because you simplify to this ending. if you want that
>to happen, fine :-)
>

Note that there is an uncertainty in the evaluation.  Otherwise wouldn't you
expect a +9 which is a _real_ queen??? (+8 actually, since the pawn goes and the
queen appears).




>cheers
>  martin



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