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Subject: Re: Positional Play

Author: Ratko V Tomic

Date: 18:05:36 10/27/99

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>Argh.  I had a long reply typed in, but Netscape cratered on me during my last
>paragraph.  It managed to do this two posts ago too. :(

Netscape will sometimes time-out waiting on CCC server. To save myself having to
retype, I've got in a habit of marking the text and pressing Ctrl-Ins before
sending so that the typed stuff is in the clipboard buffer and can be resent
when the server starts responding.

>Maybe I'll retype it all later, but one that is quick is that I think your
>analogy about the boy and the books is seriously flawed.  I'm not going into
>detail: if you really don't think that was a straw man argument you can say so.
>

From your perspective, which assumes that using the lump sum of the positional
evaluation terms (adapted from human chess theory) in the leaf nodes of the
alpha-beta search is quite good (if not the best) use of such chess knowledge,
sure, the analogy is thoroughly flawed. From the perspective of a small (at
present) minority, the point about using a fine tool in an entirely wrong headed
and crude way that the analogy makes, is perfectly suitable.

A more general point, of which this was an illustration, is that there is in
chess much greater  degree of lawfullness or pattern than what mere rules for
moving pieces and nominal piece values can capture. Human players, relying on
this pattern (part of which is expressed in the chess strategy advice and
wisdom) can with entirely trivial amount of nodes searched/examined play at a
level equal or above the program which "evaluates" millions of nodes per second.
There is clearly a more effective way to use such knowledge than presently done.

Obviously, to do so, one has to know what is the contents of such pattern, what
exactly are these higher level laws of chess, and how are they used. That is
what Botvinik, being one among the handful of strongest human players ever and
simultaneosuly one of the most rational and systematic positional players among
his peers, was highly qualified to undertake. His Pioneer scheme, even if his
coworkers never wrote a line of code to test it, is the best and the clearest
attempt to date at characterizing this pattern/laws and their use in algorithmic
terms.

Let me use another analogy. In combinatorial optimization there is a famous
problem, the Travelling Salesman Problem (TSP), which is the problem of finding
the shortest closed route a salesman has to make to visit N cities (given their
coordinates, or knowing the distances between any two cities). Each city must be
visited exactly once, and he must return at the end to the initial city. The
exact algorithm (corresponding to alpha-beta in minimaxing) is branch and bound,
where all combinations of visit order are tried out, but the computation of the
route is terminated as soon as the partial length of a test route computed
exceeds the best route length found so far (i.e. if a proposed route, after
visiting only a subset of cities is already longer than the best complete route
found earlier, there is no point checking out various combinations which visit
the remaining cities since the total can be only longer). This method also
achieves the same kind of economy as alpha-beta in minimaxing (i.e. the square
root of all combinations need to be examined), hence the problem remains
exponential in N. Since similar problems occur in practical computing tasks, and
the problem is catchy and somewhat addictive even on its own, great many
heuristic methods have been invented over the decades, and they can obtain a
solution for large N (in thousands) which is within a percent from the exactr
solution, but in time proportional to N^2 or N^3 instead of exp(a*N) used for
exact solution. Some very effective heuristic methods rely on human-like visual
methods used for the problem, e.g. they may partition or cluster the cities,
solve the smaller problem for the clusters, then solve each cluster within. But
the basic idea in many such methods is to capture and utilize additional
regularity in the problem, than what the bare problem statement contains. The
basic branch and bound algorithm for TSP (like alpha-beta in chess programming)
relies only on the minimal information specific to the problem, essentially only
how to generate routes and how to calculate their lengths (otherwise it is a
general combinatorial optimization shortcut just as basic alpha-beta chess
searcher is a general shortcut for minimaxing using only move generation logic,
termination rules and basic material values specific to chess). The successful
heuristic methods for TSP utilize much more problem specific information, many
more higher level patterns and regularities observed on the optimal routes. This
information is used there to guide and restrict the combinatorial brute force
search, even though some level of highly constrained search usually remains.

The TSP problem gives an example of a computationally demanding problem (when
exact solution is sought), but its rules being simple enough that in several
decades it has been reserached it was possible to discover higher level problem
specific regularities and make good use of them for producing very nearly
optimal solutions in a fraction of the time needed for the exact solution.
Chess, which has been around and had human theories for much longer than TSP,
also has these higher level problem specific laws, and these will be eventually
fully utilized (i.e. when the exponential computation is replaced by the low
degree polynomial computation) by the chess programs. Strong human players
clearly use such laws (consciously and othewrwise) in this highly effective
manner. Whatever the current prevailing wisdom says about the Botvinik's scheme,
its offspring or something similar to it will eventually drive the present
exponential searchers into extinction.




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