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Subject: Re: New list WCCC participants and Free Hardware

Author: Dann Corbit

Date: 13:58:01 06/02/04

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On June 02, 2004 at 16:07:14, James Swafford wrote:

>On June 02, 2004 at 16:03:10, James Swafford wrote:
>
>>On June 02, 2004 at 10:06:22, Dann Corbit wrote:
>>
>>>On May 29, 2004 at 16:13:24, James Swafford wrote:
>>>
>>>>On May 29, 2004 at 14:15:37, Frank Phillips wrote:
>>>>
>>>>>On May 29, 2004 at 12:53:54, James Swafford wrote:
>>>>>
>>>>>>On May 29, 2004 at 11:53:29, Frank Phillips wrote:
>>>>>>
>>>>>>>On May 29, 2004 at 11:44:58, James Swafford wrote:
>>>>>>>
>>>>>>>>On May 29, 2004 at 11:35:07, Frank Phillips wrote:
>>>>>>>>
>>>>>>>>>On May 29, 2004 at 04:00:31, Gian-Carlo Pascutto wrote:
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>>I don't think so. The program still has weaknesses that a bit of
>>>>>>>>>>extra hardware will not overcome.
>>>>>>>>>>
>>>>>>>>>>GCP
>>>>>>>>>
>>>>>>>>>What are these weaknesses?
>>>>>>>>>
>>>>>>>>>Bob may even be able to fix them before the event.
>>>>>>>>
>>>>>>>>He was talking about his program, not Crafty.
>>>>>>>
>>>>>>>Thanks.  I misread the post.
>>>>>>>
>>>>>>>But I am still interested in the weaknesses being referred to by GCP, which are
>>>>>>>resistant to faster hardware.  I have so many myself.  If only I knew what they
>>>>>>>were :-)
>>>>>>
>>>>>>
>>>>>>As in, "I can't seem to mate Shredder, even with faster hardware!" ?? :)
>>>>>>
>>>>>>--
>>>>>>James
>>>>>
>>>>>
>>>>>I guess the answer is yes, although I have never had better hardware - and am
>>>>>not SMP, so probably never will.
>>>>>
>>>>>See you tonight at ICC author's only tournament ?  :-)
>>>>
>>>>NOt as a competitor-- my thing is nowhere near strong enough
>>>>to compete yet.  I'm hoping to be able to compete in the next
>>>>CCT, though.
>>>
>>>Are you still doing the learning stuff?
>>
>>I've been working with TDLeaf quite a bit.  At some point I'll
>>post something with some meat to it, but to sum it up, I'm
>>not nearly as optimistic about it as I once was.
>>
>>In my experience, TDLeaf can train the material weights, and it
>>can even produce an evaluation vector that's superior to a
>>'material only' vector.  I am not convinced it's useful for
>>training a complex vector, nor am I convinced it does a better
>>job than hand tuning.  For that matter, I am not even
>>convinced it converges to the optimal vector!
>>
>>Caveat: it's possible (though I think it's unlikely) that
>>my implementation is flawed.  My engine will become open source
>>at some point (maybe after the next CCT), so you can judge
>>for yourself then.
>>
>>Will Singleton and I had a bet on this... I conceited defeat
>
>
>Gah!  I "conceded" defeat.
>
>>the other day.  THe original bet was for the loser to fly
>>the winner and spouse across country for drinks. :)  I'm
>>pretty sure Will's decided he'll forego that if I show up
>>at a tourney, but that's his call.
>>
>>I'm still very interested in learning algorithms, but I'll
>>be focusing on improving my evaluation for a while.
>>
>>Again- I will post some data at some point.

I am doing a computer guided optimization for Beowulf.

It takes ~12,000 positions from super-GM games and SSDF games among the top
computers where all the participants chose the same move (no other moves chosen
for that position).

For each of about 100 parameters, I vary the value from too small up to too
large (e.g. a knight might go from 200 centipawns to 450).  At some optimal
point, the largest number of positions will be chosen.  I fit a parabola
throught the data ans solve for the maxima (if any).

Often, the variance of the parameter has no effect on the solution scores (for
instance, I might get 5500 solutions no matter what the parameter is, or the
number of solutions may vary randomly).  So I also solve for the minima of the
time curve.  As an example, a depth 4 search using NULL MOVE will probably solve
a few LESS positions than not using NULL MOVE, but it will take 1/3 of the time
at some optimal prune level.

I have had lots of bugs in my curve analysis, but I am slowly working it out.

Before, I solved for a smaller subset of tactical positions which made it great
at solving those tactical positions but lousy at playing.  I am hoping for a
better result this time (especially since some of my result calculations were
backwards, making the fits enormously unstable).



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