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Subject: Re: Ply Depth and Strength

Author: Fernando Villegas

Date: 10:48:46 11/19/99

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On November 18, 1999 at 21:10:20, Dann Corbit wrote:

>On November 18, 1999 at 20:43:20, Fernando Villegas wrote:
>
>>Hi dan:
>>This issue of plys, querality of the game, etc, is tricky. Seems to me -but I am
>>not programmer, so this is more a question than an aseveration- that deeper
>>search it cannot never be disociated of greater knowledge or whatever the name
>>you give to the criteria with which the program prunnes. More plys means more
>>moves to analyze and so more prunning to get a choice, but then more prunning
>>means -¿?- more parameters to do it decently. I suppose the package of ideas
>>with which you get a fair selection in the area of, say, 4 to 7 plys, cannot be
>>the same for the area of 8 to 12 and so on. You need -¿?- more refined criteria.
>Actually, I pretty much agree with everything you say here.  There are two kinds
>of plies.  One is an exhaustive search of a ply.  Very few programs really do
>this since most of them use NULL move pruning, which means that *all* plies are
>really selective.  Then there are extensions.  For instance, if there are
>repeated captures or checks or something interesting that makes the program peek
>forward, it may be possible to see very deeply in a very short time.  This kind
>of ply is very selective.  Selective plies means that we incorporate knowlege.
>The smart searchers are (undoubtably) incorporating great amounts of knowlege in
>order to figure out where to exert the energy of searching.
>
>>Other thing is the quality of them. They can be sophisticated but ineficient.
>>You can go deep even with the utmost silly ideas, by example, just looking for
>>exchanging pieces as in some games played by kids or patzers. So maybe for a
>>certain deep you need more knowledge, BUT then it appeasr the problem that there
>>is a number of posible different packages of ideas of very different quality.
>Indeed, what you are talking about is the type of extension employed to tell the
>program how to guess where to search.  If two successive moves tell me that
>first I lose my queen and then a rook, it seems likely that I will stop
>exploring that pathway.  Once in a great while, it may cause me to miss a
>checkmate but most of the time it will mean that I spend my energy searching
>where it is wiser to hunt.  The type of speculation used to extend plies will
>cause the quality of the extensions to be preferred or to suffer.
>
>If
>>all this is true, then:
>>a) An increment of plys with the same knowledge package produces a diminishing
>>return or even beyond some threshold can produce an awful result.
>I think the next ply always gives you the same bonus, but each bonus becomes
>more and more costly to achieve so I believe that I agree with you.
>
>>b) An increment of knowledge not neccesarily produces better selection.
>For each additional ply searched, there is a 17% chance to change your mind
>about the move chosen [IIRC] according to the "Goes Deep" studies by Hyatt and
>Heinz [again IIRC].  Anyway, if you just chose a move, it may turn out that the
>next ply will reveal it is a disaster.  So (if I understand your conjecture) I
>believe I agree with you again.
>
>>By the way, I have the impression that Tiger has been developed on the ground of
>> the following idea: the progam is divided in different nodules of knowledge
>>that are activated according  what is happennign in the game. Perhaps this is
>>not not really a new idea, but a considerable greater development of it could be
>>so...
>You probably know better than me, because I suspect your knowledge of chess is
>better than mine.
>
>>Hope not to disturb you with these musings of a non programmer amateur
>I think we agreed on everything.  A little scary, isn't it?  Probably just means
>that we're both wrong.
>;-)

Do you mean that to agree with me means  a sure mistake or that to agree with
you means the same? :-)
F



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