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| Tags: capa, chess, cuz, greatest, karpov, kasparov, kramnik, lie, order, players, puters |
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#171
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On May 4, 9:35 pm, raylopez99 wrote:
On May 4, 7:41 am, Martin Brown wrote: Crafty19 is somewhat more balanced than Fritz8 about choice of continuation lines, but it looks a bit out of its depth when asked to rate super GM games that it really doesn't understand (certainly not at 12 ply). True enough, but how often do GM games get decided by anything other than simple tactics? That is the question. About 96% of the time if the statistics in the paper that you originally quoted. Less than 4% of GM level games are determined by a tactical exploitation of an unforced human error or blunder at this level. Most are determined by a steady buildup of pressure on a strategic weakness that eventually results in a lesser of two evils choice. Kramnik missed a mate in one in his last man-machine match and you're worried about plys greater than 12+? Ply 12 is only 6 moves for each side. It isn't even enough to annotate club player games reliably. It will only find the most obvious blunders. Super GM level play from engines is only possible at around the 18-20 ply mark. The fact that world champions cannot do better than draw (Kramnik) or lose (Kasparov) to chess programs gives lie to the idea that GM games are decided by profound chess positional sacrifices that chess computers don't understand. If a human makes any kind of mistake against a chess engine no amount of bluffing or complicating the position will work against a computer it will just hasten your demise. But against a human a very strong player can regain control of a lost or drawn game by playing the odd dodgy move provided that their opponent can be out psyched OTB. Also when compared to stronger engines Crafty19.01 (which is what I have most experience with) shows a tendency to exaggerate the badness of some of the weaker moves from a given position. I revise that statement. There is something fundamentaly wrong in Crafty 19.01 when run for periods in excess of 24h. The answers it gives at ply 18 for some lines are bad and getting worse - more than 80cp wrong. currently testing a series of engines on a slightly tricky French Advance Variation position where powerbooks considers only 7.Qd2 as playable. And in OTB play probably 7. Qd2 would be the best move. Although against club players even 7. b3 is playable (until recently I had won with it). If anyone else wants to try running the position for 48 hours and noting down the move evaluations at all plys reached beyond the 4 minute mark I would like to see what Fruit, Comet and Deep Sjeng make of this position. Infinite analysis, top 10 lines displayed (and also the actual top 10 preferred lines found after 48 hours). I see the problem with Camp #1--they are trying to play the 'perfect' game of chess--perhaps correspondence chess. That is not the inquiry. The inquiry is: which human champion is the best OTB player? Using PCs we can determine this by finding which human GM made the fewest tactical mistakes. It's true that Crafty will fail to score certain profound positional sacrifices correctly, but as I have repeatedly stated in this thread, probably such positional sacrifices are rare in chess--chess is 99% tactics. Chess is not checkers, but it's close enough. Chess is nothing like 99% tactics you are completely and utterly wrong. It doesn't matter how many times you repeat this idiotic pronouncement it will not ever be true. If it had been true Chess software would not have taken so long from Samuels checkers program reaching world championship level to an equivalent for chess. One of the main reasons that Deep Blue spooked Kasparov was precisely because the chess engine found a long term strategic move that up until then would have been completely beyond any chess software. He could not believe that a computer could do this and acused IBM of cheating. These days you would be hard pushed to find a commercial chess program that *cannot* reproduce the same critical move. That's why Go and Bridge are considered the last bastions of human game creativity (though those bastions will eventually fall as well, once AI is further perfected). Go requires vastly more strategic planning than chess to overcome the huge growth in the game tree and is beyond current technology. AI is all jam tommorow. Perhaps when we have hardware pattern matching architectures that are up to the job we will see a program that can take on top human Go players. That will still take a while yet. Regards, Martin Brown |
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#172
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On May 4, 10:08 pm, raylopez99 wrote:
On May 4, 5:09 am, "Chess One" wrote: I am posting this out of order because as far as I can tell Google will not let me reply to ChessOne's postings. If you can see a copy of this post attached to ChessOnes response to the post I am replying to please let me know privately. On May 5, 2:44 pm, "Chess One" wrote: "raylopez99" wrote in message oups.com... On May 4, 5:09 am, "Chess One" wrote: Suppose that a version of Crafty favors "defensive" players like Capa and Kramnik, while penalizing "attacking" players like Tal and Fischer. Call this version of Crafty "Defensive Interesting post, and the para above identifies the flaw in comparisons of player-to-player by engine analysis- that if you are evaluating players, then even Tal himself said that anybody at all could find his own flaws after the game, or the next day, or even next week. But he chose 'em because very few people could find them in real time OTB. Yes, but this problem is also present in computer chess! Even if the program is 'backsolving' or anotating a completed game, it has to look in the chess tree, which means that it faces time constraints similar to an OTB player vs a 'time is not of the essence' correspondence player. Quite so, Ray - in order to go to deeper plies and find a solution the program must find a way to prune possibilities - and it does this by scoring each branching possibility on, say, ply 7 or 8, and if worse than nominally -2 will prune that line [which may have been eg, a Knight sac] that can perhaps offer a return of 3 pawns and the initiaitive by ply 15 - or even something more compelling. I doubt that any of the modern programs use anything so crude. They appear to use recursive alpha-beta with refutation lines tried first for each possible move together with killer moves for each ply and non- speculative forward pruning as a base level. After that they use various forms of selective extensions on the most promising looking variations followed by a quiessence and swapoff rule. You only have to watch how fast they rip through the no hoper lines at very deep levels when compared to something like Crafty or Comet that lack some of the extra go faster tricks. I did not realize pruning is employed at -2 pawns. Thanks for this information. I assumed the cutoff was more like -3. You may be right on the default value - but the issue for the computer is that if you optimise ply-depth, then you effect pruning score, no? Otherwise in the amount of time available for the move there is no way to achieve sufficient ply searching. If this was the case engines would never find queen sacrifices that lead to a mating net. Hint: they do. Yes - one of the MAMS recommendations is to pick a long line, preferably For those of us on the other side of the pond: Who or what is MAMS ? I surmised that MAMS must be the book mentioned in this thread on how to beat Fritz, to be published. I recall a rather simplistic book called "How to Beat your Computer in Chess" about 10 years ago that was not that useful for me. Hopefully this book is better. At any rate, I doubt that in an actual OTB game with fixed time constraints you will find the opportunities to play some brilliant positional sacrifice--you'll be mated tactically before you ever get to these wonderful winning positions. A have one draw against Rybka, but older programs could be beat by positional play, time and time again. With book off no amount of tactical finesse works. I wrote in about 1998 that Crafty with book off was maybe 1800-1900 level. What version of Crafty was it then? I am currently benchmarking Crafty 19.01 on a postion from the French Advance Variation that came up in a game of mine. I noticed that Fritz8 made a bad fist of it and thought it might shed some light on the thinking of other engines. Crafty is now at ply 18 after 47 hours and its evaluations are actually getting *worse* with each increasing ply. The worst case error in Crafty when on this position compared to other much strong engines at 18ply is about 80cp. I suspect there is a bug in it that is hampering its ability to play compex opening positions. Whatever else we disagree on about computer chess I think we should both agree that increased search depth should generally improve the accuracy of move evaluation. And that is not what I am observing testing Crafty 19.01. I will test Crafty 20.xx next. I am also running the same test on my newly purchased Rybka. Its results are a bit off the mark in absolute value (ie it slightly dislikes a position good for white) but it relative rating of the continuation lines is very plausible and improves with each successive ply - and the evaluation results from 4m/ move to a few hours/move do not deviate abruptly unless it finds some interesting new line at depth. However, I will give Camp #1 credit in one respect--they are essentially arguing how a human can beat a PC in *CORRESPONDENCE CHESS*. The procedure is as follows: (1) fill a database of positions where a positional sacrifice not within your opponent computer's move horizon leads to victory, (2) play a series of forcing moves that lead to the positions in step (1), and, (3) execute steps (1) and (2) to win. I see. This is very similar to beating people, and the central idea of the postional player. And to beat a chess engine you want to avoid positions where there is a single forced line leading to victory. If just one move is massively better than all of the others or a check is used it will trigger singular extensions, but if 2 or 3 moves are similarly good the engine will not extend the search the extra ply until it is too late and the forcing line is already entered. If this is what you seek, good luck to you, as you might find "steering" the opponent program ala step (2) is a lot harder than you think, because I posit these positional sacrifice positions will be very far and few between in the chess tree--because chess is 99% tactics. Chess is how you play it! If chess were 99% tactics chess engines would have been world chess champions much sooner. It is the positional long range strategic planning that computers still need human guidance on - that is why freestyle chess is so interesting. The situation is exemplified in the game of Go where the basic rules are simpler but the long range planning and huge multiplicity of moves on a full size board put the top level human game out of reach of current computing methods. What is intellectual, is that programming-as-we-know-it, is now semiotically almost a technology rather than anything to do with science. Many Computing was initially viewed as an impure form of applied mathematics. OK, if I understand your point here--you're saying that Fritz in a few seconds basically is "right onto" the correct analysis that 50 years of amateur and GM effort have found. Doesn't that support MY point, of Camp #2? That computers _can_ do an excellent job of analysing positions, and not just tactical analysing? Sure seems like it. In this instance, but in other instances computers are really dumb! So I Actually computers can analyse some positions well and some *very* badly. And different engines have different strengths and weaknesses. Fritz8 for instance can be relatively easily blinded to other possibilities by offering it what looks like a simple equality swap off sequence with a sting in the tail. It is very surprised when you don't take the last pawn or whatever is on offer. Shredder is much harder to mislead in this way. There is another point here. A computer can do a lot better annotating a complete GM level game than playing one or even evaluating a given position without knowing how play continued. Calculating ab initio it has no guidelines and must figure everything out for itself which is what caused the original paper that started this discussion to use a fixed depth 12 ply search in Crafty. This is well short of what is needed even with much stronger commercial engines to annotate ELO 2000 club player games reliably. So it stands no chance at all of giving the right answer on super GM and world champion games (except for finding medium term tactical blunders). Calculating backwards from a game with a known outcome it already has a framework for to hang its analysis onto and can preload the transposition table cache with relevant future positions. Provided the GM play is good this massively accerlated cutoffs in the alpha-beta tree and it can see a lot further into the game tree in a given time. Now - here it is - Fritz is no better at refuting this maddening line 1 e4 e5 2 Nf3 Nc6 3 Bc4 Nf6 4 Ng5 Bc5 5 Nf7 Bf2 than 50 years of players, BUT - if you want to know the secret of beating this Traxler line with its improvident 4. ... Bc5 then a few 'moves by hand' or MAMS moves, 8-13, allows Fritz to romp home with a solution to win for white in 20 ![]() Are you going to show the line and the position where Fritz baulks at the right move? I would hazard a guess it is a pawn grab trap or an apparently equal swapoff that isn't. basis which underlines these issues need more than quantification [brute force in this instance], and you do not seem to understand the role that qualification plays in programming chess. Since you apparently have a copy of Rybka have you not noticed that it is moving in the direction that you claim to support. It looks at around 40kn/s on a 3GHz machine compared to Fritz 1000kn/s or Shredder 300kn/s. Looking at a factor of 25x fewer nodes with a massively more complex terminal node evaluation function is a significant change. Shredder10 is the engine I use which can usually can go deepest, but I estimate that Rybka2.31 which I am benchmarking at present will despite its much slower evaluation function overtake Shredder at about 72hours runtime. Shredder10 reached 36/36 ply 16 at 4 mins and 5/36 ply 24 at 60h Rybka2.3.1 reached 36/36 ply 14 at 4 mins and 9/36 ply 23 at 48h Fritz8 reached 36/36 ply 14 at 5 mins and 3/36 ply 20 at 48h Crafty19.01 reached 9/36 ply 12 at 7 mins and 9/36 ply 18 at 48h (and results are junk) Rybka is currently on target to reach 2/36 ply 24 by 60h unless it slows down. Very impressive so far. Crafty is very unlikely to finish ply 18 inside 60h but it will get to run for at least another 10 hours or so because I want to see what weird answers it will give for the 9 & 10th strongest lines. You are conversing with an intellectual, but you don't know why that is necessary - which is like many programmers whose efforts seem like a complete waste of time, since they have not sufficiently bench-marked their activity in the classical way to determine even if what they do is redundant, and all increased in the programmers performace relate to bus-speed in the CPU ![]() You know that isn't true. Why do you repeat this lie? This 'intellectual' question is not how fast the program can go, but in which direction it will go? - and is something of a refutation of brute forcing a result, since the logic of it is that increased ply depth is acheived only by reduced evaluation pruning - and the engine will not look at a -3 score any longer even though in 20 plies that variation wins. I don't believe any program uses such a crude pruning method. Perhaps you do know of one. If so name it! I think that the top ones are using speculative forward pruning and branch and bound tricks. But they are way more sophisticated than you are claiming. I am pretty sure that is what Shredder has done when it returns strange numerical evalutions like #180 or 278.41. It can see something devastating in the future(either fail high or fail low) but not well enough to give it a normal score. Regards, Martin Brown PS Apologies if there are multiple copies of this. But it doesn't show up at all on either of my NNTP servers or on Google despite having now been posted 3 times. I am hoping for third time lucky! |
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#173
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On May 4, 5:48 pm, (Dr A. N. Walker) wrote:
In article .com, help bot wrote: [...] If you want something reproducible, then, short of help from the commercial companies, you have to do a fair amount of tweaking. Agreed. Although reproducibility is obtained at the expense of accuracy. I can think of plenty of my games that were annotated by a stronger engines than Crafty at 14 ply and where significant errors were not found by blundercheck or deep positional analysis until ply 16 was reached. Nonsense. Every tweak you make to Crafty is a step toward irreproducibility, unless you expect everyone to go in and modify their source code to precisely match yours [...]. I don't *expect* anyone to do that. But anyone who might want to check my results [or, in the present case, *G&B's* results] *can* so modify their source code, and can thereby get exactly the same results, even on different hardware, or can, if they choose, apply exactly the same methodology to a different collection of games, or can, if they choose, apply a different reproducible methodology to some games and compare the results. The one which would seem to make most sense is to sacrfice uniform search depth coverage in favour of the deepest possible analysis in a given total elapsed time per game. That is effectively equivalent to blundercheck with 1cp window and then parsing the resulting annotated games. This could be applied to other stronger engines too. What do you mean by "reproducible" and how would you get the above from [eg] Rybka? I expect it would require some help from the author unless there is a way to make the evaluation function exactly deterministic (and there may be for testing purposes). A better method would be to take the strongest program available (i.e. Rybka) and have it score all the games, and only THEN apply some selected algorithm to the standardized results. And if I did the scoring again tomorrow, with a different "seed" to the RNG, or with different contents in the cache/hash, or perhaps after adding a new disc or RAM to my computer, let alone if you tried to repeat my experiment, would you expect to see the same results? Not exactly the same results but close enough agreement to be convincing. A brief search didn't reveal what the actual hardware for the recent Kramnik-DeepFritz match was, but from the node-counts quoted it seems to have been roughly equivalent to 6x 2.5GHz PCs. [...] The point is, my guess is that this desktop passed up the 12th ply in just a few seconds, Note that neither ply counts nor node counts are very good ways to compare one program with another [OK for comparing the same program on different hardware, of course]. 12-ply Crafty, 12-ply Fritz and 12-ply Rybka are quite certainly seeing different things [as well as applying different evaluations to them]. Indeed. One serious worry I have after benchmarking so far Shredder10, fritz8, Rybka2.31 and crafty19.01 is that there is some kind of bug in Crafty 19.01 that compromises improvement with increasing depth. It only really becomes a big issue on moves that other engines rate at 50cp below the top line in the test I have done. It is possible that I have hit upon a position that by chance happens to break Crafty but then it only takes one counterexample. It's really a matter of standards; are you willing to accept half-baked analysis? Half-reasoned justifications for dodgy work? The half-baking and the half-reason seem to be based on the semi-pop version put out by Chessbase. You may [well] not agree with the baking and reasoning of the full paper, but some reasonably qualified people will have refereed it [both for ICGAJ and for ICCG5] and were presumably happy. ICGAJ publishes letters; if you think their standards are slipping, write to them. I think it probably is worth making the point that analysing the games from the final position and moving backwards down the game tree will enable an engine to exploit all the information available to it and produce a much more thorough and compelling analysis of the move strengths, but at the expense of uniformity of search depth. In particular it will have very deep evaluations from the hash tables if the GMs actually played along the line that the engine thinks is best. Whether the resulting investigation is worthwhile is another matter. Indeed. My take is that it is silly to think a computer (at this point in time) can accurately determine who among the world champions was "the greatest". Then perhaps it's lucky that G&B weren't trying to determine that? I think their attempt was very interesting but flawed because Crafty at fixed ply 12 + quiessence would score too many club games incorrectly never mind super GM level play. Limited to finding blunders of 50cp or greater inside its search horizon I suspect it is perfectly OK. It would help imrpove confidence to see the results for 10 ply and 11ply. Regards, Martin Brown |
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#174
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On May 6, 1:09 am, help bot wrote:
On May 4, 5:38 pm, raylopez99 wrote: On May 4, 11:39 am, JohnnyT wrote: [deleted: pean to Rybka, about how great it is and radically different] Bull Shiite. Rybka is kicking fanny because the number of games played by it are still small. It's too early to tell. Regression to the mean will follow. Only once the other engines figure out counter measures against Rybka's somewhat radically different self consistent complex evaluation function at a (by computer standards) relatively small number of nodes. This may take some time. FWIW, when I first learned of the existence of Rybka, it was described as having a (performance) rating of around 3000. Now it seems to have already started a downward spiral, one list showing a new version of Hiarcs to be within 50 or so points of Rybka. I don't doubt that all the top engine makers are now tuning their offerings to enable them to beat the current top dog. That is pretty much how the art advances. It isn't all that long ago that people published chess positions that chess computers were expected *never* to understand. These days engines like Shredder solve them pretty much instantly. Of all the articles I have seen thus far, the one that impressed me most is where a game between GMs Kasparov and Anand, along with a multitude of others which soon followed suit, had the world champ moving his Queen around (first to d4, then to h4, and finally to g3) in the opening, which seems like one of the classic beginner-style errors. Yet everybody copied the line. Then Rybka came along and reassessed things, showing that giving up the exchange leads perforce to a return of some material, along with a strong position for Black. IMO, it's almost as if a line were drawn in the sand, and everybody and his brother was on the crude materialistic side, except for Rybka. Please can you provide a position from this game where Rybka can be shown to be the only engine that will get the right answer? It would be interesting to find a new modern set of test positions that can discriminate between engines. Test pieces that only one engine can do correctly would be the ideal. Regards, Martin Brown |
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#175
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"Martin Brown" wrote in message ups.com... Quite so, Ray - in order to go to deeper plies and find a solution the program must find a way to prune possibilities - and it does this by scoring each branching possibility on, say, ply 7 or 8, and if worse than nominally -2 will prune that line [which may have been eg, a Knight sac] that can perhaps offer a return of 3 pawns and the initiaitive by ply 15 - or even something more compelling. I doubt that any of the modern programs use anything so crude. I am not specualting. They appear to use recursive alpha-beta with refutation lines tried first for each possible move together with killer moves for each ply and non- speculative forward pruning as a base level. After that they use various forms of selective extensions on the most promising looking variations followed by a quiessence and swapoff rule. You only have to watch how fast they rip through the no hoper lines at very deep levels when compared to something like Crafty or Comet that lack some of the extra go faster tricks. Whether in fact these devices do the trick is examined in the MAMS book - at least it can be said that Fritz suffers from it - and as above, if an amalgm of advanced factors don't actually work, then these are much ado about nothing. I did not realize pruning is employed at -2 pawns. Thanks for this information. I assumed the cutoff was more like -3. You may be right on the default value - but the issue for the computer is that if you optimise ply-depth, then you effect pruning score, no? Otherwise in the amount of time available for the move there is no way to achieve sufficient ply searching. If this was the case engines would never find queen sacrifices that lead to a mating net. Hint: they do. I can tell you the test game - the original. And it was played by GM Bronstein against a chess computer! In fact it has become a stand test of look-ahead efficacy, according to Bob Hyatt. If the mate occurs within the look ahead range then all is okay - but if its not mate, but reversal of fortune after 15 moves, that is a noted weakness if the evaluation only shows up significantly positive in 15 moves. For the interim 14 moves the program might have been showing maximum loss [or risk factor] of [?] for Fritz -4.33 The question is in chess terms, not programming terms, when does the program cut its loses when its chances are flat-lined? Yes - one of the MAMS recommendations is to pick a long line, preferably For those of us on the other side of the pond: Who or what is MAMS ? The acronym means Man Assisted Machine Chess - but MAMC is ugly, so Chess becomes German/Dutch as 'Schack' --- A have one draw against Rybka, but older programs could be beat by positional play, time and time again. With book off no amount of tactical finesse works. I wrote in about 1998 that Crafty with book off was maybe 1800-1900 level. What version of Crafty was it then? I don't know, the highest version I could then download. I have a more current version which comes with Rybka. I am currently benchmarking Crafty 19.01 on a postion from the French Advance Variation that came up in a game of mine. I noticed that Fritz8 made a bad fist of it and thought it might shed some light on the thinking of other engines. Crafty is now at ply 18 after 47 hours and its evaluations are actually getting *worse* with each increasing ply. The worst case error in Crafty when on this position compared to other much strong engines at 18ply is about 80cp. I suspect there is a bug in it that is hampering its ability to play compex opening positions. Yes, again in conversations with Bob Hyatt, he once said me that Crafty would never play the 3rd move in the Ruy, ie, Bb5. Much preferring 3. Bb4 ~ since the Ruy is pretty open, that is a less extenuated example. Other programs have trouble with openings which seem to require White not exchanging in semi-open positions. One example is the Armenian French, when the black bishop retreats to a5 instead of, acter being challenged with a3, capturing the c3 Kt. The B can then be further challenged and winds up on c7, when the White knight can capture it! - but that is where the program seems to go nuts, as if its compass was spinning and it can't make up its mind if it really likes or dislikes subsequent positions. In this instance this is not a fault with Crafty alone, but in semi-open positions ~ the typical gaining of the 2 bishops at the cost of tempii. Do you have Rybka so you can run it at the French Advanced? Whatever else we disagree on about computer chess I think we should both agree that increased search depth should generally improve the accuracy of move evaluation. And that is not what I am observing testing Crafty 19.01. Yes - I think we are in agreement, though a useful term to consider is by the author of MAMS, Alberts, who talks of 'risk factors'. Which line to choose if the next 10 moves render an = eval, while another line has oscillated + then - then + then... I gotta go - interesting post - shall try answer anything below later. Cordially, Phil I will test Crafty 20.xx next. I am also running the same test on my newly purchased Rybka. Its results are a bit off the mark in absolute value (ie it slightly dislikes a position good for white) but it relative rating of the continuation lines is very plausible and improves with each successive ply - and the evaluation results from 4m/ move to a few hours/move do not deviate abruptly unless it finds some interesting new line at depth. However, I will give Camp #1 credit in one respect--they are essentially arguing how a human can beat a PC in *CORRESPONDENCE CHESS*. The procedure is as follows: (1) fill a database of positions where a positional sacrifice not within your opponent computer's move horizon leads to victory, (2) play a series of forcing moves that lead to the positions in step (1), and, (3) execute steps (1) and (2) to win. I see. This is very similar to beating people, and the central idea of the postional player. And to beat a chess engine you want to avoid positions where there is a single forced line leading to victory. If just one move is massively better than all of the others or a check is used it will trigger singular extensions, but if 2 or 3 moves are similarly good the engine will not extend the search the extra ply until it is too late and the forcing line is already entered. If this is what you seek, good luck to you, as you might find "steering" the opponent program ala step (2) is a lot harder than you think, because I posit these positional sacrifice positions will be very far and few between in the chess tree--because chess is 99% tactics. Chess is how you play it! If chess were 99% tactics chess engines would have been world chess champions much sooner. It is the positional long range strategic planning that computers still need human guidance on - that is why freestyle chess is so interesting. The situation is exemplified in the game of Go where the basic rules are simpler but the long range planning and huge multiplicity of moves on a full size board put the top level human game out of reach of current computing methods. What is intellectual, is that programming-as-we-know-it, is now semiotically almost a technology rather than anything to do with science. Many Computing was initially viewed as an impure form of applied mathematics. OK, if I understand your point here--you're saying that Fritz in a few seconds basically is "right onto" the correct analysis that 50 years of amateur and GM effort have found. Doesn't that support MY point, of Camp #2? That computers _can_ do an excellent job of analysing positions, and not just tactical analysing? Sure seems like it. In this instance, but in other instances computers are really dumb! So I Actually computers can analyse some positions well and some *very* badly. And different engines have different strengths and weaknesses. Fritz8 for instance can be relatively easily blinded to other possibilities by offering it what looks like a simple equality swap off sequence with a sting in the tail. It is very surprised when you don't take the last pawn or whatever is on offer. Shredder is much harder to mislead in this way. There is another point here. A computer can do a lot better annotating a complete GM level game than playing one or even evaluating a given position without knowing how play continued. Calculating ab initio it has no guidelines and must figure everything out for itself which is what caused the original paper that started this discussion to use a fixed depth 12 ply search in Crafty. This is well short of what is needed even with much stronger commercial engines to annotate ELO 2000 club player games reliably. So it stands no chance at all of giving the right answer on super GM and world champion games (except for finding medium term tactical blunders). Calculating backwards from a game with a known outcome it already has a framework for to hang its analysis onto and can preload the transposition table cache with relevant future positions. Provided the GM play is good this massively accerlated cutoffs in the alpha-beta tree and it can see a lot further into the game tree in a given time. Now - here it is - Fritz is no better at refuting this maddening line 1 e4 e5 2 Nf3 Nc6 3 Bc4 Nf6 4 Ng5 Bc5 5 Nf7 Bf2 than 50 years of players, BUT - if you want to know the secret of beating this Traxler line with its improvident 4. ... Bc5 then a few 'moves by hand' or MAMS moves, 8-13, allows Fritz to romp home with a solution to win for white in 20 ![]() Are you going to show the line and the position where Fritz baulks at the right move? I would hazard a guess it is a pawn grab trap or an apparently equal swapoff that isn't. basis which underlines these issues need more than quantification [brute force in this instance], and you do not seem to understand the role that qualification plays in programming chess. Since you apparently have a copy of Rybka have you not noticed that it is moving in the direction that you claim to support. It looks at around 40kn/s on a 3GHz machine compared to Fritz 1000kn/s or Shredder 300kn/s. Looking at a factor of 25x fewer nodes with a massively more complex terminal node evaluation function is a significant change. Shredder10 is the engine I use which can usually can go deepest, but I estimate that Rybka2.31 which I am benchmarking at present will despite its much slower evaluation function overtake Shredder at about 72hours runtime. Shredder10 reached 36/36 ply 16 at 4 mins and 5/36 ply 24 at 60h Rybka2.3.1 reached 36/36 ply 14 at 4 mins and 9/36 ply 23 at 48h Fritz8 reached 36/36 ply 14 at 5 mins and 3/36 ply 20 at 48h Crafty19.01 reached 9/36 ply 12 at 7 mins and 9/36 ply 18 at 48h (and results are junk) Rybka is currently on target to reach 2/36 ply 24 by 60h unless it slows down. Very impressive so far. Crafty is very unlikely to finish ply 18 inside 60h but it will get to run for at least another 10 hours or so because I want to see what weird answers it will give for the 9 & 10th strongest lines. You are conversing with an intellectual, but you don't know why that is necessary - which is like many programmers whose efforts seem like a complete waste of time, since they have not sufficiently bench-marked their activity in the classical way to determine even if what they do is redundant, and all increased in the programmers performace relate to bus-speed in the CPU ![]() You know that isn't true. Why do you repeat this lie? This 'intellectual' question is not how fast the program can go, but in which direction it will go? - and is something of a refutation of brute forcing a result, since the logic of it is that increased ply depth is acheived only by reduced evaluation pruning - and the engine will not look at a -3 score any longer even though in 20 plies that variation wins. I don't believe any program uses such a crude pruning method. Perhaps you do know of one. If so name it! I think that the top ones are using speculative forward pruning and branch and bound tricks. But they are way more sophisticated than you are claiming. I am pretty sure that is what Shredder has done when it returns strange numerical evalutions like #180 or 278.41. It can see something devastating in the future(either fail high or fail low) but not well enough to give it a normal score. Regards, Martin Brown PS Apologies if there are multiple copies of this. But it doesn't show up at all on either of my NNTP servers or on Google despite having now been posted 3 times. I am hoping for third time lucky! |
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#176
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help bot wrote: wrote: help bot wrote: I was obviously replying to comments by IM Innes There's where you made your mistake. Innes is an idiot and a tTroll, and the best policy is to ignore his blatherings. ''' (0 0) +-------oOO---(_)---OOo-------+ | Please don't feed the Troll | +-----------------------------+ \ _ / ||| ooO Ooo Something is no lined up right. The eyes are well to the left of the troll's nose, and the bottom right portion of the sign is missing. Not on my screen it isn't. It look perfect. Pehaps you forgot that ASCII-Art requires a monospace font such as Courier? ![]() -------------------------------------------------------- ASCII-art stereograms: Here are some ASCII stereograms. View with a monospace font. To see the 3D effect, you need to focus your eyes such that the two adjacent "X" characters at the top look like three. Once you've done that, wait a few moments for your eyes to get used to it, then slowly look down at the rest of the image. X X .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . X X h h h h h h h h h h h h h h h h h h t t t t t t t t t t t t t t t t t t t t t t t t t t t t t t t t t t p p p p p p p p p p p p p p t t : : : : : : : : : : : : : : : : : : / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w . . . . . . . . . . . . . . . . . g g g g g g g g g g g g g g g g u u u u u u u u u u u u u u u u u u y y y y y y y y y y y y y y y y m m m m m m m m m m m m m m m m m m a a a a a a a a a a a a a a a a c c c c c c c c c c c c c c c c c c o o o o o o o o o o o o o o o o n n n n n n n n n n n n n n n n n n . . . . . . . . . . . . . . . c c c c c c c c c c c c c c c c c o o o o o o o o o o o o o o o m m m m m m m m m m m m m m m m m / / / / / / / / / / / / / / / |
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#177
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"Chess One" wrote in message news:P9m%h.1960$s7.772@trndny05... Martin, there is one other point here to which I can add a note which is a specific about playing chess rather than generalities about play or the components aspects of the program which may or may not be useful ![]() - I set up a Russian Chess journalist [a GM] to annotate his own game [in our series, this mean he had to annotate a loss] and provide below his own comments - there is a certain level of play where the engine doesn't see enough ahead and in fact at this level of play are not taken too seriously /because/ as you will see in this game tactical considerations count for very little, and a deep positional move seems to win the game, and in fact calls into question the entire line - here the program is not used as much for its computational ability, but for its database of possibilities - this GM criticises himself for over-reliance on using the db, even though he plays out various lines against his computer - he is playing inferior lines. What this example might illustrate for OUR conversation is if any chess engine can find what Bezgogov's could not. Here is the key text: "13. Nh4 . I underestimated this plan in my preparation. White's knight arrives at the very strong g6-square and its almost impossible to drive it away from this station. The knight distinctly complicates Black's defense. I must admit one more serious mistake - I played this endgame against one of the strongest chess programs. My 'inanimate' opponent didn't find White's 13th move and, against any other play Black stands well and I would defend Black's position easily." (( entire game and commentary is at http://www.chessville.com/LessonsLearned/2004Jan.htm )) some other notes from the game:- "GM Alexei Bezgodov: My loss to an excellent grandmaster from Moscow, Evgeny Najer, one can say consists of two parts. First I prepared badly for the game using an incomplete database and already from the opening got a very difficult (maybe even lost) endgame." A critical moment comes here "10...h6?! It's sad to assert that I have made a decisive mistake already on the 10th move, and that was prepared as far back as home analysis! But certainly it required Najer's correct play to prove the strength of White's position. Most likely the best move here is a developing one, 10...Nc6, which is preferred by an expert in this system for Black, the Champion of Europe-2003 Grandmaster Azmaiparashvili." a few moves later he says "I underestimated this plan in my preparation. White's knight arrives at the very strong g6-square and its almost impossible to drive it away from this station. The knight distinctly complicates Black's defense. I must admit one more serious mistake - I played this endgame against one of the strongest chess programs. My 'inanimate' opponent didn't find White's 13th move and, against any other play Black stands well and I would defend Black's position easily. I did not suspect the existence of the knight's maneuver since my database didn't have an old game - Najer-Belikov! A surprising 'unlucky coincidence of circumstances' where actually only my own laxity was at fault - nobody prevented me updating the data base and furthermore, nobody prevented me analyzing this endgame more carefully!" he concludes after the game "But as a professional I am obliged to reproach myself for: first, bad preparation for the variation generally; second, for bad preparation after solidifying this game to contain it; and third, that after several not bad moves I nevertheless 'dropped' an already obtained draw!" --- He is saying, to summarise the above, that his 10 ... h6 becomes refuted by Whites 13. Nh4. And that, Martin, is where I think a current test might be useful. Here are the preceeding moves:- (1) Najer,E - Bezgodov,A [D24] 56th Russian Championship (3.13), 05.09.2003 1.d4 d5 2.c4 dxc4 3.Nf3 Nf6 4.Nc3! c5 5. d5 5...e6 6.e4 exd5 7.e5! 7...Ne4 8.Qxd5 8...Nxc3 9.Qxd8+ Kxd8 10.bxc3 10...h6?! ((Lets call this Alpha Point) 11.Bxc4 11....Be6 12.Bxe6 fxe6 13.Nh4! ((Lets call this Beta Point)) --- A) My assumptions are that (a) a program will play the Alpha point move at 9, or score it as a strong consideration if it (b) does not see the Beta point move at 13. B) Can your chess engine (a) find the Beta point move on its own? and (b) how does it score that move in you hand-enter it, compared with scores for other White options at 13? Cordially, Phil Innes There is another point here. A computer can do a lot better annotating a complete GM level game than playing one or even evaluating a given position without knowing how play continued. Calculating ab initio it has no guidelines and must figure everything out for itself which is what caused the original paper that started this discussion to use a fixed depth 12 ply search in Crafty. This is well short of what is needed even with much stronger commercial engines to annotate ELO 2000 club player games reliably. So it stands no chance at all of giving the right answer on super GM and world champion games (except for finding medium term tactical blunders). Calculating backwards from a game with a known outcome it already has a framework for to hang its analysis onto and can preload the transposition table cache with relevant future positions. Provided the GM play is good this massively accerlated cutoffs in the alpha-beta tree and it can see a lot further into the game tree in a given time. |
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#178
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On May 6, 9:44 am, Martin Brown
wrote: Of all the articles I have seen thus far, the one that impressed me most is where a game between GMs Kasparov and Anand, along with a multitude of others which soon followed suit, had the world champ moving his Queen around (first to d4, then to h4, and finally to g3) in the opening, which seems like one of the classic beginner-style errors. Yet everybody copied the line. Then Rybka came along and reassessed things, showing that giving up the exchange leads perforce to a return of some material, along with a strong position for Black. IMO, it's almost as if a line were drawn in the sand, and everybody and his brother was on the crude materialistic side, except for Rybka. Please can you provide a position from this game where Rybka can be shown to be the only engine that will get the right answer? It would be interesting to find a new modern set of test positions that can discriminate between engines. Test pieces that only one engine can do correctly would be the ideal. I downloaded several articles from the Rybka Web site a while back, and the one under "articles" and then "Evans Gambit" shows a game between GMs Kasparov and Anand, Riga 1995, which begins: 1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.b4 Bb4 5.c3 Be7 6.d4 Na5 7.Be2 ed 8.Qxd4 Nf6 9.e5 Nc6 10.Qh4 Nd5 11.Qg3 Now here, the author claims that Rybka's move against Shredder, ...O-O, had never been tried before in a tournament and he quotes GM Ftaknic stating that this move leads to a "much worse" position for Black. Rybka continued: 11. ... O-O 12.Bh6 g6 13.Bxf8 Bxf8 14.O-O Bh6 This is the move I have mentioned several times here, the one which seems to have been missed or else mis-evaluated. Clearly, White's Queen is embarrassed, and what's more, the glaring weaknesses left in the wake of the QB exchange are highlighted by this move. Shredder decided to chuck a center pawn rather than go for the Rd1 line given by someone referred to as "Costa" from ChessBase magazine, which the author also says is skewered by Rybka, not "unclear"; Apparently, Shredder agreed. Rybka went on to win in fifty moves despite being down the exchange. --- In game 2, the same line was re-tested, but Shredder varied with 14.Bc4. Again, Rybka sacrificed the exchange for a very active position where, again, the White Queen is indisposed and there is plenty of compensation for the exchange. Rybka won a bit slower this time. --- Perhaps there are clearer examples of where Rybka is "the only one" to correctly evaluate a given position, but this one stood out in my mind because of the involvement of Gary Kasparov and of course, the similarity of the maneuver: Q-d4-h4-g3 with how certain hyper-aggressive types play on a routine basis in the opening. Often as not, the ONLY way to "refute" such moves is by meeting fire with fire, by sacrificing material when necessary in order to highlight the loss of time such moves entail. -- help bot |
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#179
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On May 7, 12:09 pm, "Chess One" wrote:
"Chess One" wrote in message news:P9m%h.1960$s7.772@trndny05... Martin, there is one other point here to which I can add a note which is a specific about playing chess rather than generalities about play or the components aspects of the program which may or may not be useful ![]() - I set up a Russian Chess journalist [a GM] to annotate his own game [in our series, this mean he had to annotate a loss] and provide below his own comments - there is a certain level of play where the engine doesn't see enough ahead and in fact at this level of play are not taken too seriously /because/ as you will see in this game tactical considerations count for very little, and a deep positional move seems to win the game, and in fact calls into question the entire line - here the program is not used as much for its computational ability, but for its database of possibilities - this GM criticises himself for over-reliance on using the db, even though he plays out various lines against his computer - he is playing inferior lines. Which engine is he using though? Fritz8 lacks discrimination in this sort of position. I don't have Fritz9 or X. All the engines I have tried on this position prefer the natural Be6 above all else (as does powerbooks2006). Nc6 is also playable. Rybka briefly preferred the novelty Be7 over all other options by ply 20 it is second to Be6. What this example might illustrate for OUR conversation is if any chess engine can find what Bezgogov's could not. Here is the key text: "13. Nh4 . I underestimated this plan in my preparation. White's knight arrives at the very strong g6-square and its almost impossible to drive it away from this station. The knight distinctly complicates Black's defense. Shredder10 sees this at ply 17. It might have seen it at ply 16 but I was on the phone. It clearly fears the knight move as it has also put Be7 in the running (AFAIK a novelty). Ply (scores in cp) 17 18 19 Line 22 18 24 10. ... Be6 11. Ng5 Nd7 12. Bf4 Nb6 13. a4 76 61 72 10. ... Nc6 11. Bxc4 Be6 12. Bxe6 fxe6 13. Rb1 80 85 71 10. ... Be7 11. Bxc4 Be6 12. Bxe6 fxe6 13. Ng5 104 92 96 10. ... h6 11. 11. Bxc4 Be6 12. Bxe6 fxe6 13. Nh4 96 92 103 10. ... Ke8 11. Bxc4 Be7 12. Ng5 Bxg5 13. Bxg5 I must admit one more serious mistake - I played this endgame against one of the strongest chess programs. My 'inanimate' opponent didn't find White's 13th move and, against any other play Black stands well and I would defend Black's position easily." (( entire game and commentary is athttp://www.chessville.com/LessonsLearned/2004Jan.htm)) some other notes from the game:- "GM Alexei Bezgodov: My loss to an excellent grandmaster from Moscow, Evgeny Najer, one can say consists of two parts. First I prepared badly for the game using an incomplete database and already from the opening got a very difficult (maybe even lost) endgame." A critical moment comes here "10...h6?! He is saying, to summarise the above, that his 10 ... h6 becomes refuted by Whites 13. Nh4. And that, Martin, is where I think a current test might be useful. Here are the preceeding moves:- (1) Najer,E - Bezgodov,A [D24] 56th Russian Championship (3.13), 05.09.2003 1.d4 d5 2.c4 dxc4 3.Nf3 Nf6 4.Nc3! c5 5. d5 5...e6 6.e4 exd5 7.e5! 7...Ne4 8.Qxd5 8...Nxc3 9.Qxd8+ Kxd8 10.bxc3 10...h6?! ((Lets call this Alpha Point) 11.Bxc4 11....Be6 12.Bxe6 fxe6 13.Nh4! ((Lets call this Beta Point)) --- A) My assumptions are that (a) a program will play the Alpha point move at 9, or score it as a strong consideration if it (b) does not see the Beta point move at 13. Most engines prefer to avoid losing the pawn on c4 so h6 is well down the list. Shredder would probably see this at tournament rates of play. It also thinks that 13. ... c4 or Nc6 would be better than Be7. B) Can your chess engine (a) find the Beta point move on its own? and (b) how does it score that move in you hand-enter it, compared with scores for other White options at 13? Nh4 is about 20-25cp ahead of all other options in Shredder10. Then Rb1 or Be3. The position is effective at detecting engines that can be blinded by swapoff sequences - like Fritz8. Both Shredder10 and Rybka2.3.1 have no real difficulty in seeing 13. Rh4 as a threat and offer other alternatives to the line played. Regards, Martin Brown PS I wonder if Google will swallow this without trace.... |
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#180
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In article . com, help bot wrote: Right. Cray Blitz, not Crafty. Mr. Hyatt always insisted that his chess program was *inseparable* from the Cray, but then turned around and wrote a chess program for PCs just the same, [...]. You have some problem with the notion that development of Cray Blitz stopped when the Cray became unavailable, and that RMH then wrote Crafty for PCs? Crafty is not CB. People move on. So do programs. As far as I know, the learning approach has stemmed from neural networks, not Cray supercomputers. There are several ways in which programs can learn, few of which exploit neural networks. Is that a challenge? :D Give me a team of real programmers and a few years, and we'll see if this brash dismissal was justified. What do you propose? To uninvent the other ways in which programs can learn? These days, programs that don't learn just get smashed on the servers. But neural networks do not seem to be particularly successful at the sorts of learning that chess needs. It's not for want of trying. Temporal differencing, eg, seems to do much better. Mr. Hyatt, the creator of Crafty, simply exploited the raw speed of a mainframe he had (virtually unique) access to. Actually, it was Larry Nelson who exploited the raw speed, [Yes, "Harry", sorry!] and Bob Hyatt and Bert Gower who wrote the chess and the algorithms. Wrote the chess? What does that mean? It means that a complete chess program includes a lot of different aspects -- the user interface, chess knowledge, tree- searching methods, use of heuristics, .... And exploitation of particular hardware. This was especially true back then, when there was a factor of 20+ between a generic C/Fortran/whatever program and code tuned to a particular machine, even more so when there were vector instructions available. HN, according to RMH, knew nothing at all about chess, not even the moves, nor about the search algorithms and heuristics being used; but he was an expert on the Cray. [...] The thing is, how can you (rationally) take credit for awesome programming skill, summarily dismiss the brute power of the Cray, and yet watch the competition close the gap in your rear-view mirror when they are driving ordinary cars and you're in a Porsche? Who has "dismissed" the "brute power" of the Cray? And not many of the competition were in "ordinary cars". Belle may have been a PDP 11/23, but it was coupled to the best special-purpose hardware that Ken Thompson could lay his hands on. Hitech, and so on, were just as "brute" as Cray Blitz. You really have to wait until long after the time of CB before "ordinary" competition got close. Even now, the top programs are not winning the world championship or beating Kramnik on the cheapest PCs from "PC World" -- there's a hint in names like "*Deep* Junior/Fritz/etc". The real issue was the fact that despite vastly superior hardware, the Crays and Deep Blues were unable to maintain a substantive lead for any length of time over programmers who chose to work their skills on commonplace hardware. *No-one* has managed to maintain a substantive lead for any length of time. We don't know whether CB and DB *could* have done so, because Cray and IBM los |