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< Earlier Kibitzing · PAGE 7 OF 7 ·
Later Kibitzing > |
| Feb-22-09 |
| MaxxLange: --long post deleted since I got everyones's name mixed up--- I agree with chessman, and I don't actually know of any AI chess programs. THe AI people seem to be interested in other stuff since about 1970. The evaluation functions are all programmed, and they have to change weights or even switch to a new eval function (like an endgame one, say) to react to changes on the board. |
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| Feb-22-09 |
| square dance: the level of diplomacy on cg.com blows me away. one person in this debate makes basically one reasonable statement and someone comes along and points out how they agree with that person because of that statement, or at least agrees with that particular point. |
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| Feb-22-09 |
| FiveofSwords: chessman, in many sorts of positions I could completely blow the strongest engine out of the water with knowing and being able to calculate the possible results of this posiiton, because I am familiar with the position and humans are absurdly better than computers at 'instant recall'. NO computer can take a database of knowledge of say, 5000 gigs, and look at a position and instantly realize they know this position. We are about 5,0000 years from computer technology like that. But with humans, we have that. Another thin humans have is the ability to break a position down logically. A human can look at an opening, get basic idea of the possibilities, and then know what moves they need to 'hurry' with and what moves they should wait on because they might get different options depending on how the opponent reacts, that sort of thing. I can take an opening and immediately know that if you play this way, i wil get an 'improved' version of a completely different opening, a tempo up perhaps. COmputers cannot do this sort of stuff. If you turned the book off on a computer there is no doubt i could get a huge advantage against it out of the opening. It probably would play me later, but still, the advantage I get from the opening would drastically increase my chances. Even in pure tactics, its not all that uncommon for me to see in seconds a line that takes my fritz11 about 3 hours to finially notice. Because its a thematic idea that im familiar with. what computers do is simple for computers, but computers dont play chess. It just looks like it. Yes, computers are obnoxiously accurate with calculation, and this makes them difficult opponents, especially with fast time controls. probably a human could specialize in beatintg computers and be quite consistent with it. But that sounds really boring. Use computers to spot unusual and difficult tactical ideas in various positions. Dont use them to teach you about who really has more central control in the alapin sicilian. |
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Feb-22-09
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| parisattack: The real test for AI will not be in chess, but in the game of Go. If Moore's Law holds good another 20 years (who knows?) there won't be a need for much if any heuristic paradigm in a chess engine - but in Go, that's a different story. There is some work on Go being done in the UK using genetic algorithms and Monte Carlo sampling that shows great promise. |
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| Feb-22-09 |
| chessman95: <FiveofSwords>
<No computer can look at a position and instantly relize they know that position> This may be true for most computers (soon all will be able to do this) but this is not actually a disadvantage. A computer will look at a position and find the same 'best' move every time, so it does not need to remember it. <Another thing humans have is the ability to break down a position logically> This is not a strength, but a weakness. Of course, when a game is played with human vs. human, this gives an advantage to the one who's better at this, but against computers it's a disadvatage. A big problem with humans is that we set short-term goals in a chessgame: often in the opening we try to get something, and in the middlegame the strategy is usually to attack a certain peice or area. Computers on the other hand do not break down the game into smaller segments, but look at chess as one game. They are inbiased evaluaters because they look at short-term and long-term weaknesses, and also how to exploit them, or if they are exploitable. <If you turned the book off in a computer there's no doubt I could get a huge advantage against it in the opening> You may think you have an advantage, but usually you don't. I've actually done this to computers, but even when I have complete control of the center and the bishop pair, it always ends up exploiting minor weaknesses that no human would have payed attention to. My "great" position never ends up helping me, because if a computer lets you get a good position like that, there's something wrong with your defense. |
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Feb-23-09
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| ganstaman: <chessman95: <gangstman> I still disagree about the chess engines. Ones with predetermined things like peice values, etc. are too inaccurate. The relative value of peices is always changing as the game changes, and one relative value system (like p=1, n=3, b=3, etc.) is not correct for most positions in chess. > I believe that engines actually look at the position of the pieces before giving them value. Also, position pluses of pieces (blockades, squares they control, etc) are taken into account. So having a knight is worth something, but what it's doing where also matters. The engines take care of everything, so all is good with them. So I was doing some research to find what you were talking about in terms of AI. I found that there are engines that can learn relative values of pieces and other featurs of the game just by playing. I was wrong in that they do take not so long to become very good. However, I was right in that they still aren't as good as the more traditional engines. The one paper I was looking at had an engine that improved 400 points by playing, yet it was still hundreds of Elo points below Rybka. When you said <Even better are computers programmed with Artificial Inteligence, which are very accurate and involve no human interference.> what did you mean? You said this after mentioning the ones that self-learn the values, implying that these engines are learning more than that. What sort of AI are you refering to? Can you find me a paper or a name I can look up or anything? As far as I knew, no engine that didn't simply build the game tree and then search through that was any good. <Also, chess is not as complicated as you think for computers. For humans it is because of all the things required to learn and all the years of practice it takes to get good, but our brains learn chess very slowly (through an inefficient sort of trial and error system). For an AI engine though, it does not take very complicated programming to teach it chess, and all the rest it does by itself.> When I'm talking about complexity, I mean the branching factor of building the tree. Chess is huge. Even for computers, they can't fully brute force the game, some pruning has to take place. Ask anyone who's worked on the numbers or tried to program an engine. They will tell you right away that even computers have trouble wading through the complexity. |
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| Feb-23-09 |
| DarthStapler: I beat a master with this opening |
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| Feb-23-09 |
| chessman95: <gangstaman>
<I believe that engines actually look at the position of the pieces before giving them value. Also, position pluses of pieces (blockades, squares they control, etc) are taken into account.> That is completely true, but it still does not make the evaluation extremely accurate, because there are some constants programmed into the computer that don't change with each position. The problem with evaluations like these is that they only look at what peices are doing now, and not what they will do later. A bishop that is pinning a knight may look "valuable" to a computer, but will it actually end up impacting the game? Often the answer turns out to be no. This is what experienced AI engines can know from practice. <they still aren't as good as the more traditional engines.> I guess that was more something I was saying for the future. However, I wasn't talking about the AI engines that actually play the game, I was talking about the ones that evaluate and are used for finding strengths of openings, etc. These are good because they don't assume optimal play, but instead practices through any lines that get through the filter, so the evaluations are good for measuring how the openings or positions will do with only mediocre human play as opposed to near-perfect computer play. <What sort of AI are you refering to?> Once again I'm not refering to chess engines that publically play, but private ones that are built by computer-scientists to evaluate chess. You might be able to find some info on these on college sites, where I've heard some have been programmed. <Chess is huge.> This is absolutely true. We are many, many, many years away from the day when somebody will finally be able to build a chess engine to go through every line until checkmate or draw and find the absolute optimal move in every position (I can't wait to see what the true best first move is!). In fact, I doubt this will ever happen: I read on one site that the number of possible chess games is greater than the number of atoms in the entire universe. By then, I'm sure there will be no point to chess anymore, because everyone will know the best response to everything. But in the present, a good filter solves most of this problem, and also AI engines will stop a line if one person has such an advantage that it calculates there is no way for the other person to win, so between those two things and some other preprogrammed factors it greaty cuts down on the amount of lines it has to go through (still a lot of course). By the way, when I googled "artificial intelligence chess engines" I got some interesting sites, if you're looking for real-life examples of these engines. |
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| Feb-23-09 |
| chessman95: I found some other very interesting sites on AI chess. They pointed out some interesting advatages of AI chess engines. One is that sometimes they won't play the best move because of other known future advantages. An example is that often in openings people play what is considered the "theoretically best" move, but most people know how to respond. AI computers have the ability to play slightly weaker moves if it sees that the move will complicate the position, or do anything else that gives a computer an advatage. Also, AI computers have the remarkable ability to actually play gambits or sacrifice peices because it calculates that the attack it will build will not be refuted by its opponent. Another thing is that apparently some computers are told to set traps if the move is not too bad. Unlike regular computers, they are not restricted to just playing the best move, but instead play the most stratigic move. Of course these computers will never be better than normal computers because they will find refutations, but they have been proven to be better against humans, so it would probably be better to train against them then a regular computer like the one I play against at home a lot. |
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| Feb-25-09 |
| FiveofSwords: haha you really love computers eh? <A computer will look at a position and find the same 'best' move every time, so it does not need to remember it.
> False. They have no idea what a best move is. Especially if you look at endgames, which is of course simpelr than non endgames, even the strongest will quite often play moves that give away the win, or give away the draw.
<A big problem with humans is that we set short-term goals in a chessgame: often in the opening we try to get something, and in the middlegame the strategy is usually to attack a certain peice or area.> False.
< They are inbiased evaluaters> True! and this uncomfortable consistency is one of the things that makes them so difficult. Humans should try to emulate this quality as much as possible.
<it always ends up exploiting minor weaknesses that no human would have payed attention to> False.
Look, its quite common that I get a position that both me and the computer agree is clearly better for me. Its not seeing some mystical thing that I dont. Unless its deceiving me when it sends the move by move eval (haha that would be some really great AI). Its just that in chess its very hard to get a clear and easy win position, theres always some possible messiness that a stronger player can outplay you with. I can even look at the position and know, if the computer gets counteprlay it will involve such and such. But I think i have it under control, but it finds some really bizarre tactic that gets there anyway. computers are not chess gods and theres a reason why, when humans want their program to play well in some computer tournament, they do NOT switch the opening book (which are mainly pure human moves) off. |
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Feb-25-09
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| ganstaman: <chessman95: <I believe that engines actually look at the position of the pieces before giving them value. Also, position pluses of pieces (blockades, squares they control, etc) are taken into account.> That is completely true, but it still does not make the evaluation extremely accurate, because there are some constants programmed into the computer that don't change with each position. The problem with evaluations like these is that they only look at what peices are doing now, and not what they will do later. A bishop that is pinning a knight may look "valuable" to a computer, but will it actually end up impacting the game? Often the answer turns out to be no. This is what experienced AI engines can know from practice.> I don't think this is correct. The engines I looked at that involved self-learning would have all of the evaluation function set in place with only the values (the eventual 'constants') changing based on the learning. But for the computer to decide how valuable the bishop will be (as in 'in the future of the leaf node of its evaluation') requires the computer to be able to decide what it will do in order to evaluate. You seem to be giving AI too much credit -- you can't just say 'AI' and then assume anything is possible. <<they still aren't as good as the more traditional engines.> I guess that was more something I was saying for the future. However, I wasn't talking about the AI engines that actually play the game, I was talking about the ones that evaluate and are used for finding strengths of openings, etc. These are good because they don't assume optimal play, but instead practices through any lines that get through the filter, so the evaluations are good for measuring how the openings or positions will do with only mediocre human play as opposed to near-perfect computer play.> So you're saying that you can find better openings by assuming your opponent will play worse moves? This seems to require some logical leap that I am not willing to take. If you make a worse move than the best available hoping to trap your opponent, and then he doesn't fall for it, you are now worse off than you would have been. This sounds bad. <<What sort of AI are you refering to?> Once again I'm not refering to chess engines that publically play, but private ones that are built by computer-scientists to evaluate chess. You might be able to find some info on these on college sites, where I've heard some have been programmed.> I searched and didn't find anything more than the self-learning. Again, it sounds to me like you're just throwing the word AI around like it can mean anything. I was a computer science major in college and did some AI programming. There are very specific algorithms that can be used and they're not all the same. |
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| Feb-25-09 |
| chessman95: <FiveofSwords>
<False. They have no idea what a best move is.> That is true, but I didn't literally mean they will find the best move. I meant that depending on how they will evaluate positions, they are going to think a certain move is the strongest every time, so they will play that same move every time even though they don't "remember" it. <<A big problem with humans is that we set short-term goals in a chessgame: often in the opening we try to get something, and in the middlegame the strategy is usually to attack a certain peice or area.> False.> How can you say false?? Just take a look at some of the HUMAN MADE French lines, and you will see that they often obsess on attacking the d4 pawn, which they well know isn't going to get them any big advantage. <<it always ends up exploiting minor weaknesses that no human would have payed attention to> False.> I was just saying that if the computer lets you get a strangly good position in the opening, it's not just playing stupid, in probably has something else in mind. <when humans want their program to play well in some computer tournament, they do NOT switch the opening book (which are mainly pure human moves) off.> This is just because we don't have the computer technology to make turning off the opening book effective. However, once we do this will make computer's opening play stronger, because it will weed out any mistakes humans have made in the many openings that have been "invented". |
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| Feb-25-09 |
| chessman95: <gangstaman>
<The engines I looked at that involved self-learning would have all of the evaluation function set in place with only the values (the eventual 'constants')> The ones I've heard of do not have the peice values as constants (that are changing), but instead have a formula in place which is made up of the parts that give a peice its value (number of squares attacked, number of squares defending, mobility, escape options, etc.) and the computer "learns" how much each of these factors impacts each peice, and then finds the value of peices in each situation, so the peice values are never constants, but more accurate depending on the situation. <So you're saying that you can find better openings by assuming your opponent will play worse moves?> No, I'm not saying that at all. What I'm saying is that I can safely assume that no human that I play will ever find a move that gets an advantage in every line after 15 perfect moves, which a very strong computer might (but probably won't) see. Instead, humans will only play according to what they see in the near future, or advice they have learned (like reading in an opening book that a certain move will give an endgame advantage). |
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Feb-26-09
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| ganstaman: <chessman95: <The engines I looked at that involved self-learning would have all of the evaluation function set in place with only the values (the eventual 'constants')> The ones I've heard of do not have the peice values as constants (that are changing), but instead have a formula in place which is made up of the parts that give a peice its value (number of squares attacked, number of squares defending, mobility, escape options, etc.) and the computer "learns" how much each of these factors impacts each peice, and then finds the value of peices in each situation, so the peice values are never constants, but more accurate depending on the situation.> We're saying the same thing, though maybe I didn't make it obvious enough. However, note that with what you are saying now, the computer is basing it's view of the value of a piece only on certain predetermined factors. It cannot make up what factors it wants to consider, so it would see a bishop executing a pin and be happy. How is it able to guess how useful that will be in the long run? <<So you're saying that you can find better openings by assuming your opponent will play worse moves?> No, I'm not saying that at all. What I'm saying is that I can safely assume that no human that I play will ever find a move that gets an advantage in every line after 15 perfect moves, which a very strong computer might (but probably won't) see. Instead, humans will only play according to what they see in the near future, or advice they have learned (like reading in an opening book that a certain move will give an endgame advantage).> So what's the vaule in your statement? Are you actually considering playing less than the best move at some point hoping your opponent will make an even worse move back? How can you plan ahead and make moves without assuming your opponent will play back perfectly? For example, let's say you see a line for yourself that generally works out in your favor. However, you are able to see that your opponent has a particular response to this line which renders it inferior to your alternatives. You can see its inferiority, yet you play it anyway hoping your opponent does not? And if you can't see that your line is actually worse, then how can you say that it is indeed worse? So when would you ever play less than the best move you can spot? |
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| Feb-26-09 |
| FiveofSwords: consider a computer that can see and evaluate, say, 10,000,000 positions a second. Thats fairly good. Thats a lot better than a human although we work around it by ignoring the vast, vast majority of those positions. But if you take a normal position, and consider how many different possible positions there will be in the next 3 moves, you will discover a number like 100,000,000,000,000,000. The consequences are pretty obvious and is all you really need to know about computers. Humans can deal with numbers like this in the long term because, unlike computers, we can see what is more or less temporary and what is more or less permenant in a position. A fairly simple permenant nature of the alapin, for example, is that white can develop just as quickly as black, and will easily keep the same number of center pawns as black, if he chooses. |
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| Feb-26-09 |
| FiveofSwords: The only way we make computers decent at chess is really by hardwiring these long term concepts into it. Expiraments with programs that dont have positional concepts hardwired has only produced pretty weak programs. It goes without saying, however, that since humans have come up with these 'rules' to guide the computer in its evaluations, only humans would fully understand these rules, understand how to take advantage of them strategically, and understand when there are exceptions (for example the not-really-exposed 'karpov' king). Like I said I have no doubt that if some human wanted to they could specialize in anti-computer play, and probably beat up pretty good on computers. But it just doesnt sound liek much fun to do this cause computers dont care. |
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| Feb-26-09 |
| chessman95: <gangstaman>
<the computer is basing it's view of the value of a piece only on certain predetermined factors.> Yes, but the how much each factor impacts the relative value of a peice is yet to be determined. Through practice and learning the computer will weight each factor according to the impact it has learned it has, and then apply the weighted system to the peice, so the factors aren't really predetermined; the computer just knows what they are. <For example, let's say you see a line for yourself that generally works out in your favor. However, you are able to see that your opponent has a particular response to this line which renders it inferior to your alternatives. You can see its inferiority, yet you play it anyway hoping your opponent does not?> This is a bad example for what I was saying. I'm not saying that I will set a trap even if the correct move gives me a disadvantage. I'm saying that often regular computer engines will play a move that I don't get at all because it sees that in the other lines if I play perfectly then it will have a disadvantage. Regular computer engines always assume optimal play when evaluating a position. AI engines on the other hand can be made to evaluate all positions, even if they have a possible but complex refutation. So they will score not only the "perfect" positions, but also factor in the moves that humans will more likely play, and will get away with 99% of the time. They are much more usefull in evaluating positions as humans are likely to play them. |
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| Feb-26-09 |
| chessman95: <FiveofSwords>
<The only way we make computers decent at chess is really by hardwiring these long term concepts into it.> True, but as I have said with AI engines, you can still do this, but instead of giving each "concept" a relative value, leave that up to the computer to learn with practice, which can lead to good evaluations of positions. <I have no doubt that if some human wanted to they could specialize in anti-computer play> Absolutely! I am actually very good at this myself, because I play against a portable computer engine I have at home 3-4 times a day, and I have done a lot of research on anti-computer play. Like you have mentioned, at this point in time turning off the opening book in chess engines would be a disadvantage, so I have learned a lot of rare variations in an attempt to get it out of the opening book. However, you have also said that you could probably beat a chess computer in the opening if its book was off, but this is not the reason I do this. I get out of the opening book to make the computer waste time thinking in the early opening, so that its play in the middle game is not as strong because it is out of time to think. This is the main reason that computers are weak with their opening books turned off: not because they play bad (although they might) but because they run out of time thinking. You should also note that anti-computer play is assuming regular chess engines, but I have never heard of an anti-computer player who played against AI engines. |
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| Mar-09-09 |
| FiveofSwords: A funny thing happened today to me in this line which is very relevant to the discussion. I was analyzing various lines in the alapin with my computer, running fritz11 on a very high powered machine, probably would ahve elo of 3100 or so. This was the variation in question: 1 e4 c5 2 c3! d5 3 ed Qxd5 4 d4 Nf6 5 Nf3 Bg4 6 Be2 cd 7 cd e6 8 Nc3!? Qa5 9 Qb3!? Bb4 10 0-0 0-0..of course the same position could be reached via various move orders, and i really dont know what the optimum move order would be for both sides, but either way this is a key position. Now usually white has played a3 here...But i was considering that move a little illogical, because the black bishop does not seem well placed on b4 anyway. So i was looking for options, and considered the idea of 11 Ne5!?, which has the interesting threat of Nc4, winning a piece, and of course hitting the bishop on g4. Also I considered that maybe I could take advantage of not having yet commited the queenside bishop with ideas of swinging the queen to g3 perhaps and Bh6,things like this. So some quick analysis confirmed that black's only response was 11..Bxe2 12 Nxe2 and Nc6! ...This might seem like an obvious move but its not the first one that would come into my mind personally as black, id be more likely to play Nd7, but after some slightly tricky tactics that move simply loses a pawn here. So anyway, 13 Nxc6 bxc6 14 Bf4 Nd5 15 Bg3 (Be5!?)...This position my computer felt was slightly better for black, which I considered to be very confusing, because I saw a clear plan for white to win the endgame, i.e. put pressure on c6, end up trading it for d4, and push the queenside majority, forcing black to commit pieces to blockade the pawns on the queenside, which would leave him vulnerable on the kingside, ergo losing his kingside pawns and the game. A very well know, typical, tried and true endgame strategy that has won me a lot of games. But since my computer insisted that black was slightly better, I decided to test it, and played out the game, not getting any assistence for my moves, just letting the computer play vs me in this position it for some reason felt it was better, which i did not understand. I won the game. |
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| Mar-09-09 |
| chessman95: Great job. You beat fritz11 in some Alapin line that you knew was better for white. Maybe consider a stronger engine next time? Also, the analysis of fritz11 is pretty good, but I'm not so sure about how it actually plays. We already talked about anti-computer methods, so did you really expect a computer to beat you in an endgame where you could see twenty moves out that you would be able to demolish the queenside? Not a good place to be asking computers for analysis. |
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| Mar-10-09 |
| FiveofSwords: well of course you never really know if there is some bizarre tactical sequence that ocmputer sees that would change the evaluation of the position with computers, those are what you check. When there isnt something like that, computers evaluations recently are suprisingly reasonable, although there are strange exceptions, such as here. I just think this is a cute demonstration of what ive been trying to say the whole time. |
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| Mar-26-09 |
| tranquilsimplicity: Firstly, I have to admit that the level of debate on ChessBase is dazzling! and in this case between FiveofSwords and Chessman 95 is absolutely riveting . It is a debate of profound intellectual content befitting good Chess players! Without further ado I arrive at my point. Even though I am a beginner and not a strong player by any standards (around 1800 Elo)nor thoroughly conversant with Computer Programming I have to agree with FiveofSwords and my opinion is this: I believe AI/Computers are notoriously accurate in dry calculations but owing to the "infinite-like" permutations that Chess can throw, it is not uncommon for the computer to evaluate a human move as bad and then after a Computer reply without blundering the human makes the next move and computer evaluates the position as very bad(blunder) and then after the human makes their reply the Computer evaluates the game as won for the human! This can happen because the human has a particular strategy in a certain opening where he/she needs to post pieces on particular squares whilst allowing for a particular temporary weakness in his camp where the computer at first judges the moves to be bad but later in the resulting position evaluates that the human's position is indeed won. I have experienced this phenomenon whilst playing the Kings Indian Attack where whilst i'm busy positioning my Knight at h2 and g4 and then aligning my Queen at d2 with my Bishop at f4 aiming at h6, Fritz 11 doesn't think much about my position. Worse still after I sacrifice my bishop at h6! But after my Queen enters the Kingside at h6 from what Fritz analyses as a lost position, it quickly turns into a Won position for me(White). However usually the game ends a draw! I also have the same experience when i play the Dragon (as Black) in a particular variation based on Bg5 Yugoslav variation. Black quickly seems to have a won position based upon a great deal of GrandMaster theory but after about move 16 or 17 moves Fritz calculates dry variations based on sacrifices and I lose (Black) very quickly! Thus my point is in consensus with FiveofSwords that one cannot trust Computer evaluation 100% as how they analyse and how we humans play is different. Computer do not "see" or is it "forsee" or remember patterns they just throw out calculations! However Computer analysis is indispensable and can only enrich the human game. |
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| Mar-26-09 |
| chessman95: <tranquilsimplicity> First of all, I would just like to say that I appreciate you additions to this debate, and I fully respect you opinion on this topic, but I would like to state my views on the points you made. <it is not uncommon for the computer to evaluate a human move as bad and then after a Computer reply without blundering the human makes the next move and computer evaluates the position as very bad(blunder) and then after the human makes their reply the Computer evaluates the game as won for the human!> This is very common. However, the situation you refer to sounds like one of those sacrifices where the computer can't see far enough ahead to see the compensation that will come of it. In this case, the solution is just to give the computer a little more time. Example: once I was playing the Exchange Ruy Lopez against a relatively weak computer under a time limit, and we played down the main line to the point where I pinned his king's knight, he played h3, and I played h5. If you know this line then you will know that for white to capture the bishop is a devestating trap that will lead to checkmate in just a few moves. However, the computer could not see this far ahead and took the bishop, giving itself a won position. Two moves later, it gave me a won position and I mated it the next move. My point is that this was not a problem with the computer, it was a problem with the time. If you have read through the last few pages of this debate then you will know that we were talking particularily about computers that evaluate, NOT computers that play. In that case, there is no time limit, and these short traps will not occur. <This can happen because the human has a particular strategy in a certain opening where he/she needs to post pieces on particular squares whilst allowing for a particular temporary weakness in his camp where the computer at first judges the moves to be bad but later in the resulting position evaluates that the human's position is indeed won.> I like the point that you pointed out the Yugoslav Attack for an example. The Yugoslav is an opening that looks like just normal developing moves, but really has a plan for mate if black castles king-side. Another example is the English Attack against the Najdorf Sicilian, which can be deadly if black castles king-side. Humans no from experience to keep their king in the center of the board, but a computer that is not powerful enough under the time limit can sometimes make the mistake of castling and then a few moves later it gives itself a lost position. Now this is interesting because there are two solutions: the first is the obvious one. Give the computer more time. The second is available only for self-learning AI computers that we were talking about. After a few lost games of castling king-side in the English Attack, they will stop making that mistake. Situations like these are what make self-learning computers a hopefull prospect for the future. <one cannot trust Computer evaluation 100% as how they analyse and how we humans play is different.> I love how you put that statement, and I agree 100%. However, humans using computer analysis have to be smart enough on their own to know when it is and isn't a good time to use a computer to give advise on a position. As I already said, using a computer to analyze the English Attack would be unwise because it is played with a particular strategy in mind that the computer doesn't know. (that would be Be3, Qd2, 0-0-0, f3, g4, h4, etc.) In fact, computers should avoid highly stratigic positions in general. Apart from that however, computers can be very usefull in evaluating basic or tactical positions that DO NOT involve a particular strategy, because they can add up all the factors (like how many times each square is attacked and defended, and then multiplied by a weighting system) faster than any human could. Remember, humans disign computers to evaluate positions as they would if they just had the brain power and the time. A well-used chess engine is in my view like a speed-boost of how a human would evaluate a position if our brains made it possible. Unfortunately, our brains don't make it possible, so we use computers. |
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| Mar-27-09 |
| tranquilsimplicity: Hello Chessman 95! I understand your point very well and thanks for your brilliant reply. As I pointed out earlier the debate is really entertaining and engaged in by true gentlemen like yourself Chessman 95. |
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| Mar-27-09 |
| chessman95: <tranquilsimplicity> Thanks for the great compliment, and I must say you're a gentlemen yourself! It's nice to finally have a good respectful conversation with someone on this site. I see from your number of kibitzes that you're probably fairly new to this site, so you will most likely soon find that there are many people kibitzing here who have absolutely no respect for other people, which they seem to think are their "opponents". Thank's for not being like one of them! :) |
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