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

Author: Dann Corbit

Date: 18:13:49 04/27/04

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On April 27, 2004 at 21:07:52, Eric Oldre wrote:

>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?

Good tactics are a necessary, but not sufficient need for a strong chess
program.  You will find that tactical shots often involve sacrifices and other
risky behaviors.  So if you tune to tactical suites, it will cause problems.

>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.

You can automatically tune them if you like.  At least it will give you a good
tactical strength setting.

I use a parabolic fit, under the assumption that taking the parameter to extreme
values will be detrimental and some central value will be good (e.g. if a pawn
is 100, then a value for the knight between 2 and 4 pawns will be much better
than 0 pawns or 8 pawns.)



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