Author: Andrew Wagner
Date: 20:23:14 08/18/04
Go up one level in this thread
On August 18, 2004 at 18:53:23, Uri Blass wrote: >On August 18, 2004 at 16:59:32, Jonas Bylund wrote: > >>Let's say that someone were to cramp as much knowledge in to his/her program >>with the sole purpose of making it stronger for _really_ long analysis/play, >>thus not caring for the loss of speed, would this actually make the program >>stronger for _really_ long games/analysis? > >It may make the program weaker because the program may have a lot of new bugs >thanks for the new knowledge. > >> >>I have a feeling that most programs are tuned and optimized for standard, rapid >>and blitz play, not for 1 month games :) >> >>My point is that if there is indeed an increase in strenght if you to some >>reasonable extend discard the speed vs. knowledge aspect, couldn't someone make >>a long analysis version of their engine along with their normal engine? > >I do not think that the problem is a problem of speed. >The main problem is that you think that programmmers know to give their programs >productive knowledge and the only problem is that their program is going to >become slower if they implement it. > >This is not the only problem and in a lot of cases the main problem is to know >if some knowledge is productive and to implement things without bugs. > >Programmers have enough problems to find if a new version is better in standard >games and if they try to do their best for that purpose they have not time for >developing a special version that is better for long analysis. > >Uri I don't understand this response at all. The same could be argued about any new feature to a chess engine -- "Null-move pruning is a bad idea because it could introduce bugs and is not clear how to best implement it." The point is that because of diminishing returns, the number reached by a knowledge-heavy engine will probably not differ from that of a more classical engine if they both search for a month, right? So I would have to give the advantage to the knowledge-based engine, but that's just me.
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