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Subject: Re: Program weaknesses

Author: Vincent Diepeveen

Date: 06:37:39 12/07/99

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On December 05, 1999 at 22:35:23, Michael Fuhrmann wrote:

>Bob Hyatt stated in a recent post that all chess programs have "absolutely
>glaring holes." What are the specific weaknesses of some of the top programs.

We must see 3 different types of programs

  - piece square table programs
      for example junior
  - simple eval programs but not PSQ
      for example crafty
  - full eval programs having 'complete knowledge'
      for example diep

I consider 'complete knowledge' still a subset of
what a human in a lightflash sees positional.

However what i refer to is having a full package
True piece square table programs rely fully on
their tables that are pregenerated

    - positional rules

       nearly all programs except the true PSQ ones
       have some positional rules like: bishop on d3 is
       bad if there is a pawn on d2
       even having a few thousands of these rules should not
       slow down an evaluation *too* much. most are simply
       patterns

    - complex positional rules

       complex positional rules i see as rules that require some
       form of scanning. like trapped rooks in the corner (something
       that's obvious not in fritz, lost a world title on it some months
       ago against ferret).

    - tactical rules

       simple tactical rules like: put pressure on a pawn
       are also easy to implement. Tiger is a good example of a program
       putting extreme pressure on static weak pawns of the opponent

       to my big surprise not many programs evaluate more complicated
       tactical rules like pins.

     - space rules

       space is the space you occupy in general, very important in go
       also very important in chess. i refer a lot to it as 'mobility'
       or 'activity', though both can be seen as different forms of
       space.

       now we get into an area which is in my opinion very important
       both historically seen as well as for the future. Programs
       search at different depths. We can assume a lot of the above
       rules influence the play of a program. However a lot of programs
       are lacking space rules more referred to as mobility by my side.
       I see sometimes programs at the internet (basically crafty as this
       program obviously plays the most there against my DIEP) crafty
       having several choices to either do a concession or get an advantage.
       In 50% of the cases it's bad luck then as crafty takes  its choice
       without looking to the space it has after making its move.
       SO THERE IS A GOOD CHANCE that if you play on that it gets into
       problems because of this.

       In general programs lacking a clear sense of mobility/activity
       are completely dead when you outsearch them, as there is always a time
       they have to chose and they chose wrong then. I think this historically
       has made a lot of people do believe that just getting another ply
       would remain the biggest problem.

    - meta rules

       meta rules are rules that deal with previous outcome of evaluation parts
       so rules about previously generated knowledge. this is an extremely
       tough terrain and very interesting for AI researches as this is
       exactly the terrain what is so far hidden from research.

       my own experience with meta rules is that it is extremely dangerous
       to use it without care, as a few lines of code might influence the
       final evaluation of a position more than a couple of hundreds of
       patterns that applied to the position.





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