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

Author: Robert Hyatt

Date: 07:02:03 10/14/99

Go up one level in this thread


On October 14, 1999 at 01:29:30, Jeremiah Penery wrote:

>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.
>>
>>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,
>
>Exactly.  They can stuff 'anything that comes to mind' in their evaluation,
>because it'll still be the same speed.  So why would they use a simple
>evaluation, when they can use a function of arbitrary complexity at the same
>speed?  That's sort of the point of this thing:  At 200M NPS, you still can't
>win if you have no knowledge (_especially_ against someone like Kasparov).


what would _really_ help here would be for people to _read_ the IEEE Micro
article _before_ making statements about what DB does or doesn't do.  That
article answers alot of questions.  It explains how much work they did to re-
design the chip to have a lot more evaluation than older versions.  It explains
all of this...



>
>>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.
>
>You have:
>
>A) A chess program, written by one of the best chess programmers there is,
>running on an ordinary desktop computer (Perhaps even a 700 MHZ Athlon).
>
>or B) A chess program, written by more than one of the best chess programmers
>there are, running on a supercomputer with hundreds of special-purpose
>chess-chips to evaluate in hardware what would take 100x longer on a
>general-purpose CPU.  Also note that use of several GMs was employed to help
>tune and improve the evaluation.
>
>
>Would you take 'A' simply because he might put more thought into a 'creative'
>evaluation that would make the best use of the limited hardware?
>
>>>>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.
>
>It will be looking for moves that will win.  Even in Fritz (which has a
>relatively simple eval, I think), there are surely a lot more to the evaluation
>than finding squares which are attacked (And I'm not even sure Fritz, or any
>other program, does it like you describe.).
>
>>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.
>
>Part of this comes from the opening choice.  If a machine comes out of book in a
>bad position (Even if it thinks it's doing well), it will lose to any reasonably
>played moves.  For example, computers have a very difficult time playing the
>Benko Gambit as black, whether they're playing another fast computer, a slower
>computer, or any variety of human.  If this opening is played in computer vs.
>computer, I'd say that white is very likely to win, even on much slower
>hardware.
>
>Part of it is also simple luck and probability.
>
>>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).
>
>Actually, with a purely random evaluation function, a deeper search is better.
>Several have posted about this before.
>
>>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).
>
>True, but the programs _think_ they're the best moves.
>
>>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.
>
>This is not always the case.
>
>>>> 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.
>
>Computers are better in tactical positions, so why would it want to win a piece
>in a 'quiet and "normal"' position when it could win more than a piece and be in
>a tactical position?
>
>>It should pursue deeper only the branch which it already discovered
>>winning a piece, to verify the gain isn't poisoned,
>
>So what if it is poisoned?  It'll have to go find that 14-ply gain of piece+pawn
>after all.  And it would have wasted all that time finding that the 12-ply thing
>was bad.
>
>>otherwise it should be happy
>>to have found one very likely way to the whole point.
>
>If you had a choice to be either +1 or +1.5, which would you choose?
>
>>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.
>
>If it can win in 30 moves, why shouldn't it do it?  Should it instead play
>sub-optimal moves so that it takes 45 moves to win?
>
>>(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.
>
>See above.
>
>>>> 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.
>
>This is true.  It is the difficulty of tuning an evaluation:  One needs to be
>able to find attacking possibility, but also possibility to be attacked.  Also,
>there is need to be not so materialistic so that you will try to win a pawn at
>all costs.
>
>>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.
>
>I'm sure this is true, but even if the deeper search doesn't find any more
>winning moves, it still may find slightly better moves, or moves that preserve a
>draw rather than ending in a slow loss.
>
>It will not appear that the deeper search is doing much good in these cases, but
>it is still almost certainly better than the shallower search.  As you've said,
>there are times when a shallower search can find ultimately better moves.  This
>is because the evaluation functions are inexact.  With a perfect evaluation (if
>there is such a thing), a deeper search would _always_ be better than a shallow
>one.
>
>Jeremiah



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