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Subject: Re: How to judge?

Author: Vincent Diepeveen

Date: 16:10:48 12/27/99

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On December 27, 1999 at 18:20:27, Robert Hyatt wrote:

>On December 27, 1999 at 16:01:24, Vincent Diepeveen wrote:
>
>>On December 27, 1999 at 15:38:11, Dann Corbit wrote:
>>
>>>On December 27, 1999 at 14:57:09, Ed Schröder wrote:
>>>[snip]
>>>How to know which is best?
>>>
>>>I think Dr. Hyatt's approach is a good one -- play a bazillion games on the net
>>>against quality opponents.  I see that Chris W. and Vincent D. have also
>>>followed this strategy.  Since the new improvements to Rebel also allow this
>>
>>Partly true and partly wrong.
>>
>>Dead wrong conclusion would be that i improve my program in order to blitz
>>better.
>>A few blitz game shows bugs in evaluation. however i feel blitz is
>>not relevant for my engine to measure it strength at these days.
>>The general problem of blitz games is that they go too fast.
>>I can't examine a 100 games each days!
>>
>>I feel standard rated is a lot more important. However Bob success is so
>>massive that there play hundreds of crafties out there. So rating
>>is so much dependant upon how diep scores against the current crafty version
>>that it's hard to sometimes draw conclusions. Some people running
>>diep at icc especially for this reason put !computer therefore.
>>
>>Secret has !computer but plays every computer unrated. Moron has
>>!computer only at blitz, otherwise it is at the interesting hours
>>only busy playing a thousand 3 0 games
>>against a dual crafty.
>>
>>Despite its allowing all computers at all levels
>>unrated (and rated at standard), to my big surprise not many apart
>>from a few programmers/bookmakers match Moron with their program. The
>>vaste majority of operators seemingly only kick on their dicks height,
>>as they do usual find the quickest level that they can match DIEP at
>>running under judgeturpin (allowing rated against everyone, no rating
>>limits. 1100 rated sometimes fanatically play it a couple of games).
>>
>>>kind of competition directly, I expect that you can gather a massive amount of
>>>data with free testers at will.  You can see how a change in Rebel performs
>>>against top computers.  You can see how a change in Rebel performs against top
>>
>>don't expect a single 40 in 2 game though Ed in case you're interested...
>>...icc doesn't allow m moves in t time levels.
>>
>>>humans.  I suggest you may write a parameter driven version of Rebel (or an
>>>engine that can write personalities to disk based upon a set of criteria) and
>>>then run one hundred games with the parameter at one setting, change the setting
>>>and run another hundred.  Using this sort of technique, you can find out what
>>>settings work best against various types of competition.  I think that will work
>>>very much better than your contest, since the attempts at producing good
>>>settings by others will be redundant and unscientific, for the most part.
>>
>>I completely disagree here. 100 blitz games is not gonna show much.
>>apart from that you're dependant against who you play.
>>
>
>

bob you're saying exactly what i wrote above... ...in case of
gross eval blunders you see them of course, in case program is having
a bug which causes it to crash then it directly loses bunches of games...
...but other changes are pretty hard to judge.

Like if i add some stupid and completely insane pruning then it'll
have at judgeturpin for sure a 100 points more at blitz.

If you search 6 ply at blitz then you can rape search and still
do better...


>I disagree with your disagreement.  :)  Blitz games _are_ useful.  Because
>they can, with a lot of work, highlight holes that have to be fixed.  IE the
>most recent change to my eval, reported here a few weeks ago.  Roman watched
>it play against several different GM players, and he noticed that once it got
>to king and pawn endings, it greatly over-valued connected passers vs non-
>connected passers.  And that 'hole' was quickly repaired, so that it hasn't
>lost to that particular glitch again.  But this was found from blitz games.
>
>I am careful about using blitz games, of course, as at the Paris WMCCC event
>I had allowed the tuning to get grossly out of line.  It was holy hell at blitz
>on ICC, but it played badly at longer time controls vs computers.  I tend to
>watch all the standard games it plays carefully (Varguz generally plays at least
>2 one hour + games every day, others are doing the same thing with commercial
>programs).  But blitz games _can_ reveal weaknesses.  I have found passed pawn
>problems, distant passed pawn problems, majority problems, and so forth.  By
>going over lots of games quickly looking for that "pattern/trend" that is giving
>it problems...
>
>
>
>>
>>>By using the net as a resource, you double your compute power.  By selling
>>>copies of Rebel that can use the net as a resource you multiply your compute
>>>power by the number of sales (e.g. you can gather a huge number of games from
>>>the net and calculate strengths and weaknesses against rated opponents and you
>>>don't even have to run them).
>>>
>>>Suggestion:
>>>Have Rebel automatically annotate the network games with settings information so
>>>that you can glean the effectiveness of various settings.



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