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Subject: Re: About " Static Evaluation "

Author: Eelco de Groot

Date: 18:01:38 12/10/99

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On December 10, 1999 at 13:04:18, Paulo Soares wrote:

>Thanks by the explanations to my question in a previous line.
>Plus a question:
>
>" Static evaluation " is the first evaluation of the position for
>a program, that is to say the evaluation even before of depth 1. Rigth?
>As I could know the value of the " Static evaluation " of a program for
>a certain position?
>
>Paulo Soares, from Brazil

Hi Paulo,

I see that  famous names have gone before me now in trying to answer your
question. I hope this part is more clear now, but please ask if any questions!.
I wrote some things down but maybe some of it only adds to the confusion at this
point?

It would be nice sometimes to see more of how the static evaluation of the
rootposition is built up. A static evaluation of the root-position would have to
be rather inaccurate though. The programmers could make their evaluation of a
single position more accurate but they have to find a balance between accuracy
and speed. If they can do more evaluations per second, they can look deeper.
Every "leafposition" has to be looked at with this evaluationfunction as well.
So for fast programs that can easily run into 200.000 calls to this evaluation
function per second! Speed is of the essence! Did I read that in a 1920's book
or something? Doesn't matter.

Now what happens with those leaf positions? Suppose it were all moves by Black
that lead to this positions, and that the static evaluation is seen through the
eyes of White, so a high score is good for White.  Now what would Black do?
He/she would choose the lowest scoring position! If you go down one ply lower to
the root it is again White's turn. What does he/she do? Choose the highest score
out of the ones that Black has chosen! This is called "Minimax", White tries to
maximize the score, Black to minimize.

You could say: "Why not only evaluate leafpositions then?" That could be done
but it turns out that if you find a way to order all the moves provisionally by
shallow searches first,  you can gain more time than you loose by those
searches. This is the basis of "iterative deepening" and "alpha-beta" but I
better leave that to another posting sometime..

There is maybe something more I could say. Sorry Paulo, things become  more
complicated now but I just wrote down what was on my mind. I think most
programmers will agree that the evaluation functions for greater depths have to
be tuned slightly differently than for a typical rootposition. This is what I
remember of the genetic algorithm tuning and neural network experiments by Alex
van Tiggelen, author of ALEXS. Apart from the fact that you have to evalute
middlegame positions with other parameters than endgame positions etc., Alex van
Tiggelen said: "If I optimalize the parameters using 20 seconds per move and
then use those values with 180 seconds per move, the results go down!. What is
the explanation? There is strategical knowledge and tactical knowledge. You have
to evaluate strategical knowledge differently if the tactical knowledge [of a
position] increases. It increases when there has been more time [to look deeper
into the chesstree]."

Leafpositions tend to be at the end of tactical capturing sequences more than
root-positions. So if you had some positional advantage in the root-position, in
the leafposition because of the tactical exchanges this will have likely been
converted into something else. Finding the right moment for such a conversion is
real grandmaster-stuff, I think. In a chessprogram is deciding if you should
look for such a conversion best done near the root where you have more time per
position? Or better at the leaves when all possible conversions can be compared
with one another? Opinions of top-programmers differ on this. It's a very
interesting discussion.

Regards, Eelco



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