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Subject: Re: DB will never play with REBEL, they simple are afraid no to do well

Author: Robert Hyatt

Date: 19:30:40 10/13/99

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On October 13, 1999 at 22:00:32, Ratko V Tomic wrote:

>>>Even the 18 plies in complex middle game (which may be 2-3 years off) still
>>>hinge on the same old simple-minded evaluation of the terminal nodes.
>>
>>You think DB uses 'the same old simple-minded evaluation'?
>>
>
>I would say the terminal node evaluation (excluding the table-base lookup, of
>course) in any program is simple-minded comapared to human judgment. By itself,
>this evaluation makes it roughly equivalent to one ply "search" setting, which
>should lose to just about any chess player.
>

you ought to play a program with a 1 ply depth limit, which is basically
relying totally on that 'evaluation' you mentioned.  I think you'll find
that the evaluation is far stronger than just a "1 ply search with no
evaluation at all".  Many programs have a fair amount of knowledge in them.
Some probably know more about some parts of the game than all but GM-type
players...




>Regarding DB vs other chess programmers, I would think that the best commercial
>programs use more sophisticated algorithms than DB. That's human nature -- if
>hardware will do 200 Mnps without programmer breaking a sweat, the drive to
>conceive something new here to squeeze an extra 10 or 50 Mnps won't be nearly as
>strong as if you're using 40 knps micro (as in case of Hiarcs on a 400 Mhz
>Celeron). Thus the micro chess programmers have to think much harder to produce
>the highest quality evaluation functions, while DB programmers can stuff almost
>anything that comes to mind, and very likely don't put nearly as much thought
>and creativity into it as the micro guys do. As the saying goes, the necessity
>is mother of invention.
>
>
>>>If I (a mere 2100 player over a decade ago) can get Fritz 5.32 etc to just
>>>shuffle rooks on the back rank with no clue what to do next,
>>
>>But if you let Fritz search more ply (15, 20, ...ply), it will eventually find
>>something better to do than shuffle rooks.   Other programs may not have this
>>problem at all.
>>
>
>Depends on type of positions. In some positions there is virtually no (humanly)
>non-obvious tactics hinging critically on a move choice 20-30 plies earlier.
>Whether at ply 20 Fritz will find something (that's still at least 5 years from
>the current full depths, though), depends on what it is looking for. It may find
>how to gain an attack on one extra square, which may mean nothing, or may even
>make things worse 15 plies later.
>
>While deeper is on average better, if it were always better, the same program
>running on a two times as slow machine would always lose to the program on the
>faster machine. That's not true, though. If, say, the factor 2 in speed brings
>70 ELO points, the (W-L)/(W+L)=70/400=0.175, giving then W/L= 1.42 or giving
>percentage wins about 60% for the faster version. So quite a good deal of time
>the shallower search gave _ultimately_ better moves.
>
>Now if one were to develop more systematic theory (for human use) on what kind
>of positions have such property and strategic methods to go along to produce
>such positions, that could negate much of the computer depth gain. There are
>also artificially constructed (for this purpose only) games where deeper search
>produces mostly worse moves (than e.g. a random pick of moves).
>
>
>The reason for all these counterintuitive phenomena is that minimax as used in
>chess is not really picking the best among the exact values of the nodes but the
>best of the guessed values (guessed by some rules of thumb, which are nowhere
>near 100% valid). The programs also have no idea how much error is involved in
>these estimates but treat them as if they were true values to be minimaxed. A
>program will, without a second thought, go for massive complications, showing
>near term win of additional material, even when their current material is
>already winning for any half good player. A rational human player will convert
>the advantage to a whole point in the most safe, least double edged way.
>
>
>>> You don't need the best move to win, just a good enough move (chess >> programmers don't seem to know this, as yet).
>>
>>So do you want the chess programs to say "Ok, I have 3 choices for moves, and
>>all look like they're 'good enough'.  I think I'll choose the one that I think
>>is the worst of the 3, because it's still 'good enough'." ?
>>
>
>No, I didn't say that. What I said is that if, say, a program sees a 12 ply sure
>win of a piece, with otherwise quiet and "normal" position, then there is no
>need to pursue alternatives to its choices which at ply 14 might gain a piece
>plus pawn. It should pursue deeper only the branch which it already discovered
>winning a piece, to verify the gain isn't poisoned, otherwise it should be happy
>to have found one very likely way to the whole point. Programs seem to calculate
>as if your score will go up point and half if you can win in 30 moves instead of
>45 moves. As of now, it won't, thus no need to waste its time (which may be
>needed later in the game if the oponent tries something desperate) as if it
>will.
>
>(Of course, being happy with "good enough" would have to be turned off when
>solving test suites, otherwise they might not find the solution.)
>
>
>>A different move almost always is better if it's found at greater depth.
>
>If that were so, the same program on 400 Mhz PII would win "almost always" to
>the program on 200 Mhz Pentium, and that's not the case at all, while in fact
>the faster one will win only about 60% of games.
>
>>> I'll
>>use your example:  Say at depth 10, the program sees that it can do Qxb2,
>>winning a pawn.  If it searches to depth 11, say, it may see that it's getting
>>attacked, since it doesn't have its queen to defend.  So it picks a different
>>move, that doesn't win the b2 pawn, but does prevent your attack.
>>
>>Is this not a better move, found because of greater depth?
>>
>
>But at ply 1-9 it may have not seen a win of the pawn at all, so it wouldn't
>have gotten drawn into the queenside pawn hunting at all. As suggested earlier,
>it all depends on types of positions, and while the typical present-day human
>style positions may be vulnerable to deeper search in a statistically
>significant number of cases, I have no doubnt that a different style, from
>openings to strategic guidlines, exist which would shift the probabilities
>making the extra depth, while not necessarily do more harm, but at least do not
>much good for the typical alpha-beta searcher.



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