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Subject: Re: Artificial Intelligence Definition: must involve winning lost positions

Author: Fernando Villegas

Date: 16:11:10 01/12/99

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On January 11, 1999 at 23:03:24, STEPHEN A. BOAK wrote:

>On January 11, 1999 at 21:40:52, Fernando Villegas wrote:
>
>>On January 10, 1999 at 23:11:10, Oliver Y. wrote:
>>
>>>On January 10, 1999 at 13:17:36, Fernando Villegas wrote:
>>>
>>>>On January 10, 1999 at 09:04:50, Oliver Y. wrote:
>>>>
>>>>>I have drawn a number of games against human masters, down a piece with little
>>>>>or no compensation whatsoever.
>>>>>
>>>>>Earlier posts about true sacrifices might be related to this topic, and I
>>>>>apologize in the unlikely event that I am duplicating an old discussion.
>>>>>
>>>>>I think current programs are particularly bad at having a chance at swindling to
>>>>>save completely lost positions.
>>>>>
>>>>>If there's any interest, I can post two games where I was down a piece,
>>>>>
>>>>>a) I further sacked an exchange, so I'm down a rook; then I exchange my queen
>>>>>for his 2 rooks and a knight..eventually I wind up with a mate in one using a
>>>>>rook, bishop, and knight against his queen and bishop...which I miss in time
>>>>>trouble.
>>>>>
>>>>>b) I sack another piece for some pressure, all along I am dead lost, so this
>>>>>game score would be an embarrassment to the FIDE 2250+ master to post...
>>>>>He blunders, and I have a won position, which I promptly turn into a perpetual
>>>>>mate due to time pressure.
>>>>>
>>>>>Sorry, I guess I should just post the games already...but there's really no way
>>>>>in the next 20 years you'll see programs finding effective swindles against
>>>>>humans...
>>>>>
>>>>>That would be a true sign of Artificial Intelligence, IMMHO.
>>>>
>>>>Hi Oliver:
>>>>I do not see an special extraordinary difficulty in that, at least in conceptual
>>>>terms if not in practical one. Of course your expression "effective swindles"
>>>>left open a door to rejects anything that is not defined as "effective", but
>>>>thinking in swindles as such, the attitude to swindle, effective or not, in a
>>>>practical game, I am not even sure some kind of swindling features were not
>>>>present even in some very old programs. I remember Chess Champion by the
>>>>Spracklen -1980- was willing to swindle -although clumsily-in lost positions and
>>>>the same with his sucesor, Excellence and Par Excellence. I do not know for
>>>>certain with current programs, but in fact, if that feature does not exist, what
>>>>should be done -simplifying a lot- is not more than what  we do in such
>>>>circunstances. What we do?
>>>>a) to detect that the opponent has an edge againts us, enough for a sure defeat
>>>>in the long run and so understanding that "normal" playing has not sense
>>>>anymore.
>>>>b) Trying to transform the current form of disadvantage in another more complex
>>>>form of disadvantage in order to get chances, even adding more abstract,
>>>>material disadvantage for the sake of confusion and complexity.
>>>>c) And as we do and as much as material disadvantage already exist, positional
>>>>or justs attacking factors could overrun totally -or almost- material factors.
>>>>In that way the engine could look for enterprising moves even if they are
>>>>materially unsound in the very first ply of the search.
>>>>fernando
>>>
>>>Hi Fernando,
>>>
>>>Excellent.  A) is the key, and it should seem relatively simple to program.
>>>This would seem the next logical extension of what Rebel was designed to do.
>>>
>>>B) and C) are much more difficult to do in DEAD LOST positions--I am at a loss
>>>to even define the problem of how to mine for human patterns of weakness...
>>>
>>>Happy New Year...
>>
>>The same for you. And going again to the issue, have you seen how old programs,
>>when lost, try to postpone the mate just pushing pieces to sacrifices, etc in
>>order to stay alive one, two or three moves more? That's a kind of very
>>primitive thinking-without-material-factor in the first place. I suppose you
>>mean dead lost positions those where you are three pawns behind or the
>>positional equivalent to that. I presume that, reached that limit, normal
>>material  and positional parameters should be replaced by something else. Again,
>>we have something of the sort in the "combination" setting of many programs,
>>where the engine is taught to search for sacrifices that could go after the
>>enemy King, no matter how much the cost is. In fact, if you are dead lost, only
>>direct attacks to the King have a sense. You can only search for mates. I am not
>>a programmer, but I can imagine that that special module, kamisake kind, could
>>be putted on each time that conditions of dead lost game was reached in order to
>>search for sudden king attacks,  no matter what.
>>Fernando
>>Fernando
>
>Fernando,
>  I disagree that if you are dead lost that only direct attacks to the King make
>sense.
>
>  Swindling, in a lost position, is the art of making moves that have traps.
>
>  Suppose you are down a minor piece, and dead lost.  You might play a move with
>a subtle feature--that if your opponent does not spot the danger and exercise a
>careful move in an otherwise winning position, you can trap a piece of his.
>Maybe you could trap his queen, perhaps at the cost of only one additional minor
>piece or rook; or maybe simply win back a minor piece.
>
>  The trap doesn't have to result in mate, nor does it have to use the threat of
>mate to work--although it could.  It may simply allow a recovery of material.
>
>  The art of swindling is in finding and setting traps that your opponent might
>overlook, whether they mate, threaten mate, or simply win back material or even
>defend with ingenuity (example--set up a drawing fortress in an otherwise losing
>position where the fortress could have been prevented but was overlooked).
>Voila!  A swindle.
>
>  Traps can be set by offering bait and luring your opponent, not just by
>passive selection of moves with hidden threats.
>
>--Steve

Hi steve:
You are damm right. I oversimplified. Yes, you can swindle looking for traps as
you have described so well and that's the way we swindle most of the time.
Nevertheless, I hope my vision -including this time your traps- is not
altoguether wrong, as much looking for traps is, in a way, to go out the
traditional way the engine think. I mean, many times a trap can be very damaging
for you IF the adversaryu does not fall in it, but you put it the same because
you are already dead-lost. For doing that, the engine must desacrtivate his
usual search technique based in maximal score, etc.
Fernando



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