Author: Odd Gunnar Malin
Date: 01:27:41 08/19/04
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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? > >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? To create some feature/personalities to be used for analyses is interesting. Many of such 'positional' judgement is discarded because the search will give the same result, but this doesn't help at all for analysis of your own game. A typical cenario is that you go through your game with the engine beeing a 'master' that are looking over your shoulder and give some comment and suggestion for moves to try. When you do this you only give the engine 10 sec. or so to analyse, only when you need to get more coffee it could get a minute or two. That the engine doesn't find some deep tactics does'nt matter, more important is that the evaluation is as correct as possible and as soon as possible so you get a hint that you are at the right road when you try some variations. The blunder you normaly make in the game will in almost all cases be catched by the engine in the first 5 seconds anyway. Another feature that help in analysis is to be able to turn off all asymetry so that the engine can keep its hashtable between half-moves. With this you can go back and fourt in the game/variation and the evaluation would get better and better. This is almost a must for using an engine for endgame analysis. Odd Gunnar
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