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Subject: Re: Chess knowledge and speed.

Author: Uri Blass

Date: 08:46:08 08/19/04

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On August 19, 2004 at 11:01:14, Jonas Bylund wrote:

>>Uri's point is absolutely valid. The more sofisticated knowledge you add to your
>>engine the harder it is to test. When you, above that, add the condition "1
>>month games" it is practically impossible to verify if the new piece of code
>>it's ok. Numerous times I have added things to my engine, convinced that it was
>>an improvement, just to find out that it did worse. It could be due to a bug or
>>a mental black out that made me misunderstand how the code is changing the
>>search tree. Whatever it is I have to catch it with sometimes extensive testing.
>>I know that all engine programmers have done the same, maybe that I do it far
>>too often however... :-)
>>
>>/Peter
>
>Isn't there in "normal" engines condensed code in terms of knowledge that you
>would like to add but the cost in kn/s is too high, knowledge that you know is
>sound, but it will not work for your engine in practical play at popular time
>controls?

If it will not work at popular time controls then I do not know that it is sound
and has no bugs unless I do a lot of testing.

>
>My suggestion was not to cramp in all the knowledge at once, but to gradually
>add the knowledge to the extend where you might even see an increase of strength
>in 40/2 20/1 30 min for the rest games, but a decrease in strength in blitz and
>rapid games.

I see no reason to assume that some knowledge that is counter productive at
blitz starts to be productive at 40/2 hours.

Tests may prove that it something is productive at long time control but the
same testing time to prove it can be used to find different improvements that
are relevant for all time control so I do not think that it is smart to spend
time on this testing when there is a good chance that the results will show that
the change is counter productive.

Uri



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