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Subject: Re: Forced moves

Author: blass uri

Date: 11:23:38 08/03/99

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On August 03, 1999 at 10:27:49, Robert Hyatt wrote:

>On August 03, 1999 at 09:49:44, blass uri wrote:
>
>>
>>On August 03, 1999 at 09:14:30, Robert Hyatt wrote:
>>
>>>On August 03, 1999 at 05:25:52, Ed Schröder wrote:
>>>
>>>>>Posted by leonid on August 02, 1999 at 21:23:37:
>>>>>
>>>>>>IMHO low-brain fast-searches like DB vs Kasparov have proved it is better to
>>>>>>forget about trouble makers and exceptions and just go for the brute force
>>>>>>approach. Fast and dumb rules. Forget about exceptions they are waste of
>>>>>>time.
>>>>>>You spend all clock cycles and programmer time on worrying about
>>>>>>exceptions and then you are full of bugs.
>>>>>>
>>>>>>Ciao
>>>>>>
>>>>>>Mark
>>>>>>
>>>>>>
>>>>>>>
>>>>>>>And because of today's fast computers the exceptions fade away as for
>>>>>>>example the Cray Blitz position is seen by Rebel in 0.5 second.
>>>>>>>
>>>>>>>Ed Schroder
>>>>>
>>>>>I really agree with what was said obove. Now on very quick computers Rebel
>>>>>10 can see by "brute force" 6 plys ahead in just one or two seconds. Some
>>>>>less superficial revision of the moves but with "fixed horizon" can lead up
>>>>>to 10 or even 12 plys deep. This way of searching the move is best
>>>>>that some other method that care too much about exceptions. Exceptions
>>>>>that take that much space to care about and can produce anyway very
>>>>>suspicious result.
>>>>>
>>>>>Leonid.
>>>>
>>>>I do not agree with was has been said above except what has been said
>>>>by myself of course :-)
>>>>
>>>>If you have a commercial program and playing a 40/2:00 game for instance
>>>>you can not afford to think 6 minutes (or worse) on a simple recapture as
>>>>people are going to laugh on the stupidness of the silicon.
>>>>
>>>>So you are forced to come up with some intelligent software that handles
>>>>forced moves. This means you are going to have to deal with all the
>>>>exceptions. No choice.
>>>>
>>>>Ed Schroder
>>>
>>>
>>>That is debatable...  I think your reasoning is a dead match for the reasons
>>>that Slate/Atkin used for their famous "that was easy" idea in chess 4.x...
>>>they didn't like sitting for N minutes on an obvious recapture.  Many of us
>>>didn't want to look silly like that.  And often (or probably all of the time
>>>in fact) the fix was actually worse than the "problem".  But we didn't realize
>>>this until we got burned once...
>>
>>The fact that you lost one game because of this is not a proof that the fix is
>>worse than the problem because it is hard to tell how many games you lost
>>because of the problem.
>>
>>It is possible that saving time help you to find slightly better move later in
>>the game and it is not easy to know if the slightly better move gives you a
>>better result or does not give you a better result.
>>
>>Uri
>
>that was one game that went from potential draw to dead lost due to our 'that
>was easy' approach.  I initially did this same approach in Crafty, but saw it
>lose enough games on ICC that I greatly restricted it to the point where it is
>now.  And I haven't seen the current approach lost any games, although the
>possibility is admittedly still present...
>
>But it definitely lost plenty of games on ICC before I got rid of it.

I think that maybe it lost more games on ICC at bullet and blitz and the
question is what is the probability  that a move that crafty considers as forced
is wrong and there is not a big drop in the evaluation after using 1/3 of the
regular time.

In the case of the move of cray blitz
Crafty can suspect that the move is wrong even before it finds the right move
because there is a big drop in the evaluation.

I think if it happens in less than one out of 200 games at standard time control
then the benefit of saving time is bigger than the demage.

Uri



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