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| Tags: blunder, check, puzzle |
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#1
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I usually run my games through Blunder Check as a matter of routine to
look for missed opporunities. Recently I spotted a position where I thought blundercheck was misleading. The position where I noticed an oddity was 6k1/1p3p2/7p/1p5Q/r5P1/P3q3/1PP3P1/1K5R w - - 0 35 It was annoted by Shredder 10 with settings Both, Time 10, Threshold 10 Annotate as variations, Write full variation, Erase old, Store evaluation, Check main line The result for the next few moves was: 35. Qxh6 3.12/17 Qxh6 3.21/22 36. Rxh6 3.21/20 Rxg4 3.21/19 37. Rb6 3.20/17 etc. Under no time pressure later I decided that Qxb5 looked better and I was curious to see what was wrong with it. So I ran deep positional analysis with top 3 results as follows HIARCS 10 Evaluation/Search Ply 35. Qxb5 3.24/14 3.16/15 3.20/16 3.24/17 35. g5 2.62/14 2.89/15 2.89/16 2.88/17 35. Qxh6 3.12/14 2.41/15 2.71/16 2.42/17 I reset the engines evaluation hash table cache. And then got somewhat different answers. But either way 35. Qxh6 is a lot more than 10 centipawns off the best principal variation at ply 15+. My hunch is that blundercheck has miscounted and the evaluation shown for Qxh6 is 3.12/14. Fritz 8 considered Rf1 and Qf5 better than Qxh6 out to ply 16. But was otherwise similar. Can anyone shed any light on which engine(s) work best at annotating games quickly and reliably? Regards, Martin Brown |
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#2
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Martin Brown wrote:
I usually run my games through Blunder Check as a matter of routine to look for missed opporunities. Recently I spotted a position where I thought blundercheck was misleading. The position where I noticed an oddity was 6k1/1p3p2/7p/1p5Q/r5P1/P3q3/1PP3P1/1K5R w - - 0 35 It was annoted by Shredder 10 with settings Both, Time 10, Threshold 10 Annotate as variations, Write full variation, Erase old, Store evaluation, Check main line It's not at all surprising that you got bad results, using such a tight threshold and such a short analysis time. Effectively, you're telling Shredder to just glance at the position and tell you whether your next move was perfect. Just put a series of positions through infinite analysis and see how often the evaluation changes my more than 10cp after 10s of analysis -- I'd guess it would be almost every time. Dave. -- David Richerby Aluminium Watch (TM): it's like a www.chiark.greenend.org.uk/~davidr/ precision chronometer that's really light! |
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#3
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David Richerby wrote: Martin Brown wrote: I usually run my games through Blunder Check as a matter of routine to look for missed opporunities. Recently I spotted a position where I thought blundercheck was misleading. The position where I noticed an oddity was 6k1/1p3p2/7p/1p5Q/r5P1/P3q3/1PP3P1/1K5R w - - 0 35 It was annoted by Shredder 10 with settings Both, Time 10, Threshold 10 Annotate as variations, Write full variation, Erase old, Store evaluation, Check main line It's not at all surprising that you got bad results, using such a tight threshold and such a short analysis time. Effectively, you're telling Shredder to just glance at the position and tell you whether your next move was perfect. But remember it works through the game from finish to start and has a fair chance of having the main PV continuation available to considerable depth even at 10s analysis. The thing I find odd is that in either BlunderCheck or infinite analysis mode the two Qxh6 and Qxb5 stay level out to ply 17 at 3.24 (approx 90s in inifinite to see a difference) Whereas in Deep Positional analysis the program finds better alternatives to Qxh6 when it reaches ply 14 (which takes about 2 minutes) Just put a series of positions through infinite analysis and see how often the evaluation changes my more than 10cp after 10s of analysis -- I'd guess it would be almost every time. But the point I was making is that since there is a difference of more than 10cp for evaluation by deep positional analysis for ply 14 and the evaluation claims to be for ply 17 that something is wrong either with the evaluation itslef or the reporting of search ply used. The answer appears to be that "Deep Positional Analysis" does not give the same results as "Infinite Analysis" when compared at a given ply search depth. I am confused by this! I thought alpha-beta always gave the same deterministic result. Does HARCS use speculative forward pruning? Or is this a cache related problem? Regards, Martin Brown |
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#4
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Martin Brown wrote:
David Richerby wrote: It's not at all surprising that you got bad results, using such a tight threshold and such a short analysis time. Effectively, you're telling Shredder to just glance at the position and tell you whether your next move was perfect. But remember it works through the game from finish to start and has a fair chance of having the main PV continuation available to considerable depth even at 10s analysis. The PV is just the line the engine thinks is best at the moment. What you mean, I think, is that Shredder has an accurate evaluation of the move that was played in the curent position, because it has been analyzing the consequences of that move. So my ``Effectively...'' summary wasn't quite accurate. It would be better to say that you're telling Shredder that you know what it thinks about the move that was played but now you want it to just glance atthe position and tell you if there was anything better. The thing I find odd is that in either BlunderCheck or infinite analysis mode the two Qxh6 and Qxb5 stay level out to ply 17 at 3.24 (approx 90s in inifinite to see a difference) Whereas in Deep Positional analysis the program finds better alternatives to Qxh6 when it reaches ply 14 (which takes about 2 minutes) Deep positional analysis, blunder check and infinite analysis operate in different ways. As I understand it, infinite analysis just runs the engine on its usual settings for as long as you let it. (Though I love the way you can tell it to stop and the status bar will claim, `Done - infinite analysis.') Deep positional analysis will have a quick look at the position to determine the best few moves and will then analyze those moves only, rather deeper than standard analysis (I assume it turns on lots of search extensions). Saying that you've reached ply n doesn't give the full story. The Chessbase engines report depth as `n/m', which means that it has evaluated every line to n ply but also evaluated the critical lines out to m ply. So, my guess is that you might find that the infinite analysis and blunder check are saying something like ``17/30'' but DPA is saying maybe ``14/40'' meaning that it hasn't yet considered all the options to 17 ply but it has considered some as far as 40. (Note that, when the engine has completed a full analysis to n ply, the display will read n/n. Note also that, when I say `full analysis', the engine hasn't actually done a full brute-force search to that depth: alpha-beta and the other search pruning methods will mean that it doesn't consider the things it doesn't need to consider.) Just put a series of positions through infinite analysis and see how often the evaluation changes my more than 10cp after 10s of analysis -- I'd guess it would be almost every time. But the point I was making is that since there is a difference of more than 10cp for evaluation by deep positional analysis for ply 14 and the evaluation claims to be for ply 17 that something is wrong either with the evaluation itslef or the reporting of search ply used. The answer appears to be that "Deep Positional Analysis" does not give the same results as "Infinite Analysis" when compared at a given ply search depth. I am confused by this! Does my explanation above help? I thought alpha-beta always gave the same deterministic result. It does, if you search the same tree each time. But DPA is searching a narrower, deeper tree, while infinite analysis is searching a wider, shallower tree. Does HARCS use speculative forward pruning? Or is this a cache related problem? It's not a problem. Dave. -- David Richerby Enormous Disgusting Atlas (TM): it's www.chiark.greenend.org.uk/~davidr/ like a map of the world but it'll turn your stomach and it's huge! |
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#5
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David Richerby wrote: Martin Brown wrote: David Richerby wrote: tight threshold and such a short analysis time. Effectively, you're telling Shredder to just glance at the position and tell you whether your next move was perfect. But remember it works through the game from finish to start and has a fair chance of having the main PV continuation available to considerable depth even at 10s analysis. The PV is just the line the engine thinks is best at the moment. What you mean, I think, is that Shredder has an accurate evaluation of the move that was played in the curent position, because it has been analyzing the consequences of that move. So my ``Effectively...'' summary wasn't quite accurate. It would be better to say that you're telling Shredder that you know what it thinks about the move that was played but now you want it to just glance atthe position and tell you if there was anything better. Yes. That is the basic idea of blundercheck. And it doesn't usually have to be very long per move to give a pretty good insight to tactical blunders. The thing I find odd is that in either BlunderCheck or infinite analysis mode the two Qxh6 and Qxb5 stay level out to ply 17 at 3.24 (approx 90s in inifinite to see a difference) Whereas in Deep Positional analysis the program finds better alternatives to Qxh6 when it reaches ply 14 (which takes about 2 minutes) Deep positional analysis, blunder check and infinite analysis operate in different ways. As I understand it, infinite analysis just runs the engine on its usual settings for as long as you let it. (Though I love the way you can tell it to stop and the status bar will claim, `Done - infinite analysis.') Indeed. Although I confess I had assumed until now that infinite analysis was Deep Positional Analysis with only the two best PVs displayed. Deep positional analysis will have a quick look at the position to determine the best few moves and will then analyze those moves only, rather deeper than standard analysis (I assume it turns on lots of search extensions). Saying that you've reached ply n doesn't give the full story. The Chessbase engines report depth as `n/m', which means that it has evaluated every line to n ply but also evaluated the critical lines out to m ply. So, my guess is that you might find that the infinite analysis and blunder check are saying something like ``17/30'' but DPA is saying maybe ``14/40'' meaning that it hasn't yet considered all the options to 17 ply but it has considered some as far as 40. Indeed that appears to be it. The search range was 14/30 to 14/36 in DPA, 17/30 in InfA. So probably selective extensions are the determining factor. On the face of it the blundercheck would seem be more potent with maximum selective extensions enabled. (Note that, when the engine has completed a full analysis to n ply, the display will read n/n. Note also that, when I say `full analysis', the engine hasn't actually done a full brute-force search to that depth: alpha-beta and the other search pruning methods will mean that it doesn't consider the things it doesn't need to consider.) Just put a series of positions through infinite analysis and see how often the evaluation changes my more than 10cp after 10s of analysis -- I'd guess it would be almost every time. But the point I was making is that since there is a difference of more than 10cp for evaluation by deep positional analysis for ply 14 and the evaluation claims to be for ply 17 that something is wrong either with the evaluation itslef or the reporting of search ply used. The answer appears to be that "Deep Positional Analysis" does not give the same results as "Infinite Analysis" when compared at a given ply search depth. I am confused by this! Does my explanation above help? Yes. You are right about Infinite Analysis having a different max depth. However, it doesn't explain why running the same position several times gives slightly different answers for each ply level depending on the past history of the machine. (I have observed differences of anything up to 30cp) Regards, Martin Brown |
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#6
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Martin Brown wrote:
I confess I had assumed until now that infinite analysis was Deep Positional Analysis with only the two best PVs displayed. (Infinite analysis can be set to display any number of PVs.) Indeed that appears to be it. The search range was 14/30 to 14/36 in DPA, 17/30 in InfA. So probably selective extensions are the determining factor. On the face of it the blundercheck would seem be more potent with maximum selective extensions enabled. Not necessarily. Increasing the extensions without increasing the time per move will result in a deeper but narrower tree. So moves that look initially bad won't be investigated as deeply as they might be with fewer extensions. This means that it might be more likely to miss sacrifices. However, it doesn't explain why running the same position several times gives slightly different answers for each ply level depending on the past history of the machine. It's because of the hash table. If the engine gets lucky and finds a position in the hash table, it can save a lot of time that it would have spent searching on that position and use that time to look at other things. If you clear the hash table before each analysis, you should get the same results each time. (Of course, the results won't be exactly the same because the other processes running might take a few extra microseconds from the engine so, this time, it might not realise that that queen sac forced mate.) Dave. -- David Richerby Portable Tool (TM): it's like a www.chiark.greenend.org.uk/~davidr/ screwdriver but you can take it anywhere! |
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