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Subject: Re: Test position software... whats out there already?

Author: Eric Oldre

Date: 18:07:52 04/27/04

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On April 27, 2004 at 18:06:17, Dann Corbit wrote:

>On April 27, 2004 at 17:57:15, Eric Oldre wrote:
>
>>My engine (murderhole) has gotten to the point where it's not easy for me to
>>tell if a given change has helped or hurt more. So I need to come up with a
>>better, more quantitative way of testing.
>>
>>Of course I know that the only sure test is lots and lots of games. but i just
>>don't have the patience, and the results can vary so much.
>>
>>my idea, and i'm sure you all have thought of something similar, but probably
>>better (that's why i'm posting) is:
>>
>>1) create a series of test positions probably small at first (50-100) but would
>>need to grow later.
>>
>>2) generate a list of all possible moves from each test position and the
>>resulting position after the move.
>>
>>3) have some strong program generate scores for each resulting position, and
>>therefore a score for the preceeding move.
>>
>>4) then i could run my program against each position and see how often it picked
>>the best, 2nd best, 3rd best, etc.
>>
>>I could store all the test positions and scores in an XML file perhaps.
>>
>>The only problem is that setting this up would be a pain and spare time is not
>>something I have lots of these days (like all of us i'm sure) so if i can avoid
>>some work i'm all for it.. I was hoping someone might have some files for
>>configuring this stuff publicly available, or maybe it is even a feature of some
>>commercial program that i don't know of.
>>
>>Even if only pieces of this are out there it could help. Or something similar.
>>
>>Any ideas?
>
>Test suites do not work for this purpose.  They are good for judging tactical
>strength, but poor estimators of game strength.  If you optimze for tactics,
>then the program will play poorly.  I can generate a large boost in the tactical
>strength of Beowulf by tuning using test suites.  Then it gets murdered in
>actual games.
>
>It may be that quiet moves could be a good indicator.
>
>Another possibility is to look at what Dave Gomboc did in his thesis.
>Seems like it would require lots of hardware, though.

Dann,
I'm not sure I fully understand. If the program improves tactically, then what
would make it weaker in game situations?

At least at the stage my engine is at, there is still so much room for
improvement that there must be room to improve tactically without hurting other
aspects.

Eric



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