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AylerKupp
Member since Dec-31-08 · Last seen Jun-18-13
About Me (in case you care):

Old timer from Fischer, Reshevky, Spassky, Petrosian, etc. era. Active while in high school and early college, but not much since. Never rated above low 1800s and highly erratic; I would occasionally beat much higher rated players and equally often lose to much lower rated players. Highly entertaining combinatorial style, everybody liked to play me since they were never sure what I was going to do (neither did I!). When facing a stronger player many try to even their chances by steering towards simple positions to be able to see what was going on. My philosophy in those situations was to try to even the chances by complicating the game to the extent that neither I nor the stronger player would be able to see what was going on! Alas, this approach no longer works in the computer age. And, needless to say, my favorite all-time player is Tal.

I also have a computer background and have been following with interest the development in computer chess since the days when computers couldn't always recognize illegal moves and a patzer like me could beat them with ease. Now it’s me that can’t always recognize illegal moves and any chess program can beat me with ease.

But after about 2 years (a lifetime in computer-related activities) of playing computer-assisted chess, I think I have learned a thing or two about the subject. I have conceitedly defined "AylerKupp's corollary to Murphy's Law" as follows:

"If you use your engine to analyze a position to a search depth=N, your opponent's killer move (the move that will refute your entire analysis) will be found at search depth=N+1, regardless of the value you choose for N."

I’m also a food and wine enthusiast. Some of my favorites are German wines (along with French, Italian, US, New Zealand, Australia, Argentina, Spain, ... well, you probably get the idea). One of my early favorites were wines from the Ayler Kupp vineyard in the Saar region, hence my user name. Here is a link to a picture of the village of Ayl with a portion of the Kupp vineyard on the left: http://en.wikipedia.org/wiki/File:A...

You can send me an e-mail whenever you'd like to aylerkupp(at)gmail.com.

And check out a picture of me with my "partner", Rybka (Aylerkupp / Rybka) from the CG.com Masters vs. Machines Invitational (2011). No, I won't tell you which one is me.

-------------------

Analysis Tree Spreadsheet (ATSS).

The ATSS is a spreadsheet developed to track the analyses posted by team members in various on-line games (XXXX vs. The World, Team White vs. Team Black, etc.). It is a poor man's database which provides some tools to help organize and find analyses.

I'm in the process of developing a series of tutorials on how to use it and related information. The tutorials are spread all over this forum, so here's a list of the tutorials developed to date and links to them:

Overview: AylerKupp chessforum

Minimax algorithm: AylerKupp chessforum

Principal Variation: AylerKupp chessforum

Finding desired moves: AylerKupp chessforum

Average Move Evaluation Calculator (AMEC): AylerKupp chessforum

-------------------

Chess Engine Evaluation Project

Some time ago I started but then dropped a project whose goal was to evaluate different engines' performance in solving the "insane" Sunday puzzles. I'm planning to restart the project with the following goals:

(1) Determine whether various engines were capable of solving the Sunday puzzles within a reasonable amount of time, how long it took them to do so, and what search depth they required.

(2) Classify the puzzles as Easy, Medium, or Hard from the perspective of how many engines successfully solved the puzzle, and to determine whether any one engine(s) excelled at the Hard problems.

(3) Classify the puzzle positions as Open, Semi-Open, or Closed and determine whether any engine excelled at one type of positions that other engines did not.

(4) Classify the puzzle position as characteristic of the opening, middle game, or end game and determine which engines excelled at one phase of the game vs. another.

(5) Compare the evals of the various engines to see whether one engine tends to generate higher or lower evals than other engines for the same position.

If anybody is interested in participating in the restarted project, either post a response in this forum or send me an email. Any comments, suggestions, etc. very welcome.

-------------------

Ratings Inflation

I have recently become interested in the increase in top player ratings since the mid-1980s and whether this represents a true increase in player strength (and if so, why) or if it is simply a consequence of a larger chess population from which ratings are derived. So I've opened up my forum for discussions on this subject.

As of this writing (Mar-2013) I've managed to collect the FIDE rating lists from year end 1966 to year end 2012 in a spreadsheet, and you can download it from here: http://rapidshare.com/files/1057538.... It is quite large (89 MB) and to open it you will need Excel 2007 or later version or a compatible spreadsheet.

The spreadsheet also contains several charts and summary information. If you are only interested in that and not the actual rating lists, you can download a much smaller (570 KB) spreadsheet containing the charts and summary information from here: http://rapidshare.com/files/3731810...(summary).xls. You can open this file with a pre-Excel 2007 version or a compatible spreadsheet.

FWIW, after looking at the data I think that ratings inflation, which I define to be the unwarranted increase in ratings not necessarily accompanied by a corresponding increase in playing strength, is real, but it is a slow process. I refer to this as my "Bottom Feeder" hypothesis and it goes something like this:

1. Initially (late 1960s and 1970s) the ratings for the strongest players were fairly constant.

2. In the 1980s the number of rated players began to increase exponentially, and they entered the FIDE-rated chess playing population mostly at the lower rating levels. The ratings of the stronger of these players increased as a result of playing weaker players, but their ratings were not sufficiently high to play in tournaments, other than open tournaments, where they would meet middle and high rated players.

3. Eventually they did. The ratings of the middle rated players then increased as a result of beating the lower rated players, and the ratings of the lower rated players then leveled out and even started to decline. You can see this effect in the 'Inflation Charts' tab, "Rating Inflation: Nth Player: 1966 – 2012" chart, for the 1500th to 5000th rated player.

4. Once the middle rated players increased their ratings sufficiently, they began to meet the strongest players. And the cycle repeated itself. The ratings of the middle players began to level out and might now be ready to start a decrease. You can see this effect in the same chart for the 100th to 1000th rated player.

5. The ratings of the strongest players, long stable, began to increase as a result of beating the middle rated players. And, because they are at the top of the food chain, their ratings, at least so far, continue to climb. I think that they will eventually level out but if this hypothesis is true there is no force to drive them down so they will stay relatively constant like the pre-1986 10th rated player and the pre-1980 50th rated player. When this leveling out will take place, if it does, and at what level, I have no idea. It may be fun to try to figure it out.

You can see in the chart that the rating increase, leveling off, and decline first starts with the lowest ranking players, then through the middle ranking players, and finally affects the top ranked players. It's not precise, it's not 100% consistent, but it certainly seems evident. And the process takes decades so it's not easy to see unless you look at all the years and many ranked levels.

Of course, this is just a hypothesis and the chart may look very different 20 years from now. But, at least on the surface, it doesn't sound unreasonable to me.

Any comments, suggestions, criticisms, etc. are both welcomed and encouraged.

Chessgames.com Full Member

   AylerKupp has kibitzed 4629 times to chessgames   [more...]
   Jun-18-13 Team White vs Team Black, 2013 (replies)
   Jun-17-13 Robert James Fischer (replies)
 
AylerKupp: Food update for <lamont>: Had dinner at Botin last night. Good but not great. My main course was one of their specialties, roast sucking pig. I had it for lunch two days earlier at Segovia, where it was cooked at a lower temperature for a longer period of time. As a result, ...
 
   Jun-17-13 AylerKupp chessforum
 
AylerKupp: <Golden Executive> It seems like just yesterday!
 
   May-30-13 playground player chessforum (replies)
 
AylerKupp: <playground player> Well, if my theory is correct and if you don't have any "units" that are compatible with computer use, then you should take comfort that you will have plenty of surplus "units" that will allow you excel in other areas. And, since Mrs. PGP is adept at ...
 
   May-19-13 J L Hammer vs Nakamura, 2013
 
AylerKupp: <parmetd> If the Noteboom has been all but completely refuted by correspondence chess then I suspect that this must be a relatively recent development. Sherbakov in his book (2012) considers 16.f4 to be the main line after 15.Nd2 so either he wasn't aware of this development
 
   May-18-13 Norway Chess Tournament (2013) (replies)
 
AylerKupp: <dx9293> See my comments to your earlier post about 16...a4 at J L Hammer vs Nakamura, 2013 which I think is a more appropriate place to discuss this game.
 
(replies) indicates a reply to the comment.

De Gustibus Non Disputandum Est

Kibitzer's Corner
< Earlier Kibitzing  · PAGE 28 OF 36 ·  Later Kibitzing>
Nov-29-11
Premium Chessgames Member
  AylerKupp: Elephant Stew, Cuban Style (Calde de Elefante)

This is a Cuban version of a popular school recipe:
1 elephant, medium size, obtained legally
1 barrel garlic cloves, finely minced
1 crate sour oranges, squeezed
1 barrel salt
2 chickens (optional)

Cut elephant into bite-sized pieces (it’s reported to take about two weeks). Work garlic into the meat well. Cook over a kerosene stove for 4 days at 450o F. Sprinkle with sour orange juice and salt. This recipe will serve 3,800 people for lunch. If you run out of food, add the two chickens. If seating is a problem, you may invite 1,000 people for four days (some may want to come twice), but most importantly – be sure to keep everything properly refrigerated !

Dec-14-11  mworld: I came by to say something but got distracted by your Elephant Stew. So I thought I would contirbute a recipe I came across in the 80's while in the middle east - I managed to find it online again:

Stuffed Camel

•1 whole camel, medium size 1 whole lamb, large size

•20 whole chickens, medium size

•60 eggs

•12 kilos rice

•2 kilos pine nuts

•2 kilos almonds

•1 kilo pistachio nuts

•110 gallons water

•5 pounds black pepper

•Salt to taste

Skin, trim and clean camel (once you get over the hump), lamb and chicken. Boil until tender. Cook rice until fluffy. Fry nuts until brown and mix with rice. Hard boil eggs and peel. Stuff cooked chickens with hard boiled eggs and rice. Stuff the cooked lamb with stuffed chickens. Add more rice. Stuff the camel with the stuffed lamb and add rest of rice. Broil over large charcoal pit until brown. Spread any remaining rice on large tray and place camel on top of rice. Decorate with boiled eggs and nuts. Serves 80-100.

Dec-14-11
Premium Chessgames Member
  srgntshultz: what wine goes with elephant?
Dec-15-11
Premium Chessgames Member
  morfishine: Great work during the GMVA game! Happy Holidays to you! I can just imagine what cuisine and delicacies your are "cooking up"! :)
Dec-19-11
Premium Chessgames Member
  AylerKupp: <srgntshultz> I'm not sure but I would suspect a big wine.
Dec-19-11
Premium Chessgames Member
  AylerKupp: <morfishine> Imagine no longer. We usually have a New Year's day open house-type party with food, wine, and football. So far this year I'm planning on making a chicken cassoulet (same as duck cassoulet but somewhat lighter), a chouxlibiac (Julia Child's version of coulibiac, made with pate au choux pastry instead of brioche), and my version of a wonderful Italian dish called Beef Foggia (a blend of beef, pork, and veal stuffed with hard boiled eggs, sausage, spinach, and provolone cheese, all wrapped in puff pastry), and Moroccan chicken with preserved lemons and olives. I'm looking forward to it.

And Happy Holidays to you!

Dec-19-11
Premium Chessgames Member
  morfishine: Dear <AylerKupp> your smorgasbord outdoes me...and I used to work in a French Restaurant!...For me, It will be a slow-roast Prime Rib, 4-rib this year, garlic stuffed; and I'll let the gals handle the rest, though you've inspired me to find a nice red, a dry Bordeaux more than likely, to compliment the meal
Dec-19-11
Premium Chessgames Member
  AylerKupp: <morfishine> Well, let's make sure that we toast the New Year together!
Dec-21-11
Premium Chessgames Member
  morfishine: BTW: I clicked on your game-link above and went over a couple of those games: Wow, those were some really impressive games, very exciting!
Dec-24-11
Premium Chessgames Member
  WinKing: Happy Holidays to you & yours <AylerKupp>!
Dec-24-11
Premium Chessgames Member
  kutztown46: <AK> Merry Christmas to you and your family!
Dec-24-11
Premium Chessgames Member
  Golden Executive: Happy Holidays to you and your family <AylerKupp>!
Dec-25-11
Premium Chessgames Member
  Open Defence: Merry Christmas!!!!
Dec-25-11
Premium Chessgames Member
  AylerKupp: Thank you all for the holiday wishes and the same to you and your families.
Feb-09-12  Waitaka: Thanks for the happy new year message on my forum, and thanks a lot for the funny link you provided me, I still have a big smile on my face. :)

If you use Facebook, I would appreciate a lot to became your virtual friend. My Facebook profile is https://www.facebook.com/profile.ph....

Feb-16-12
Premium Chessgames Member
  AylerKupp: <Waitaka> Yes, of course I'll be your Facebook friend. I just sent you a Facebook friend request.
Mar-12-12
Premium Chessgames Member
  Golden Executive:

<Dec-18-11
AylerKupp: <chessgames.com> BTW, what is your current thinking about a thematic opening match game? The last discussion I remember about a month and a half ago involved the possibility of having a round of nominations for possible opening candidates and then a round of voting to select which opening would be played. Are you still interested in staging such a game? One suggestion to speed up things is to have you select a small list of openings, maybe 5 or 10. Each player who is interested in playing on either side of one of these openings would vote for that opening and the side that they would like to play. If a player is not interested in either side of a particular opening they would simply not vote for that opening. In the end the opening that received the most votes would be the opening selected for the game. Hopefully you would include the Benoni Taimanov Attack as one of the opening choices.>

You are the man!

chessgames.com chessforum

Mar-14-12
Premium Chessgames Member
  AylerKupp: <Golden Executive> Thanks for pointing this out. I don't check the <chessgames.com> forum page as often as I should, and I didn't know about it. Of course I would have found out about it when <chessgames.com> made the formal announcement, but I wouldn't have had the opportunity to try to influence it. So I've made a formal request for <chessgames.com> to include the Modern Benoni, and specifically the Taimanov Attack, as one of the opening choices to be voted on. See chessgames.com chessforum and chessgames.com chessforum.

In case you haven't seen it I've posted some more analysis about your (or I should say Houdini's) game against the masters on the game's page and I'm running some more analyses now in response to some other comments to see where exactly Houdini got into a losing position.

Mar-17-12
Premium Chessgames Member
  Golden Executive:

Well, I am ready for playing black at the Benoni.

Also I am surprised about all that thematic openings nominated.

What I liked the most is members have the option to select black or white team.

Thanks, again, for posting your comments and analysis about that C89 game.

Mar-17-12
Premium Chessgames Member
  AylerKupp: And I would be glad to be on the same Black team in a Modern Benoni game, if that's what the majority of the members select. However, I am not surprised about all the different openings nominated; there are a lot of interesting, complicated, and fun openings that haven't been completely analyzed, and each one of us have their preferences. I hope that the majority of the members select the Modern Benoni!

Now all we have to do is find enough brave members that are willing to play the White side. ;-)

Mar-17-12
Premium Chessgames Member
  AylerKupp: <<The Rocket> <"If you eliminate their use of opening books and tablebases then chess engines don't have ANY positions already programmed into them">

<some engines do indeed have grandmaster games programmed in in their database.

Such a case was the Deep blue chess engine and I suspect Rybka surely has this as well.>

I don’t see how having grandmaster games in a database is any different than having an opening book. In fact, this is how opening books are generated. An opening book is essentially the set of moves played by strong players (not necessarily just grandmasters) that statistically have proven successful from a win/loss perspective, organized as a tree of either moves or positions (this takes transpositions into account) which indicate the historically best move to play in a given position. A collection of grandmaster games would presumably be organized similarly, except extending the best moves into the middle game and endgame.

But the problem would then be size of the database. As more moves are played the number of possible desirable moves increases geometrically and so does the size of the database. So it's impractical with today's technology for chess engine opening books to average more than 10-15 moves deep. I say "average" because some lines would terminate sooner (if, for example, there was a forced win by either side) and others would go deeper.

Some engines may have grandmaster games programmed in their database using a different approach but I'm reasonably sure that Deep Blue didn't. At least Feng-Hsiung Hsu, the system architect of Deep Blue, didn't mention it in his book "Behind Deep Blue", although he often talked about Deep Blue's opening book, largely developed by Joel Benjamin. I suspect that if Deep Blue had this feature he would have mentioned it.

I don't know if Rybka has this feature either, but I doubt it. Maybe Vasik Rajlich would tell us. ;-)

Mar-18-12  The Rocket: <"Deep Blue's evaluation function was initially written in a generalized form, with many to-be-determined parameters (e.g. how important is a safe king position compared to a space advantage in the center, etc.). The optimal values for these parameters were then determined by the system itself, by analyzing thousands of master games">

http://en.wikipedia.org/wiki/Deep_B...(chess_computer)

I remember karpov complained in an interview with regards to the databases in chess engines(this was during the fritz era) when asked on fair conditions for human vs engine matches- and wanted these to be removed.

Mar-18-12
Premium Chessgames Member
  AylerKupp: Oh, but that is very different (at least I think so), but the difference may just be semantics. All the chess engines that I know of contain piece-square tables (PSTs) or their equivalent which give a value to each square on the board for many different conditions (pawn occupying a square, king safety, knight mobility, etc.) and assign an importance (weight) to that condition. These values and weights are indeed calculated using the results of grandmaster or near-grandmaster games or by having the engine play against itself or against another engine. But that's very different (again, so I think) from having actual grandmaster games included in a database that the engine would search during play. See http://chessprogramming.wikispaces.... and http://chessprogramming.wikispaces.....

In fact, the similarity or claimed similarity between the early Rybka PSTs and Fruit chess engine PSTs is one of the reasons why Rybka was considered by the ICGA to be a derivative of Fruit and not "original work" and was therefore disqualified from the ICGA tournament and its championship titles taken away. See, for example, http://www.top-5000.nl/RECAP.pdf.

As far as Karpov considering these types of tables based on historical data "unfair" and wanting them to be removed, that would be like asking Karpov to forget all the games he had ever played, all the games he had ever analyzed, and all the chess-related lessons he had ever learned. After all if a computer is not allowed to use historical data in its play, I don't see why it would be "fair" to allow a human to do so.

Mar-24-12  The Rocket: "<I don't see why it would be "fair" to allow a human to do so.>"

I agree I don't think karpovs assertion made much sense.

But testing history of thousands of games does provide the engine with artifical experience similiar to a human playing many games.

Moreover it should reinforce my point that to negate book knowledge on move 14 does not even constitute as a handicap.

Mar-24-12
Premium Chessgames Member
  AylerKupp: We may need to consider Karpov's assertion in the context that Deep Blue defeated another human, so it's natural for the "carbon units" to stick together. :-) Or it could simply be that, at least at that time, Karpov was not familiar with how chess engines work and could not make an informed opinion of what would be fair and what would be unfair. And, of course (although I'm not saying that this was the case), some people's definition of "fair" are conditions that allow them to win all the time. :-)

As far as whether negating book knowledge on move 14 or so constitutes a handicap I would say that it depends on the opening. For some openings book knowledge stops before move 14 and in some openings (like the Marshal Attack in the Golden Executive / Houdini vs Hosea / Schiller / Wall, 2011 game) it extends well beyond move 14. But so what? As I said before, I don't consider this any more "unfair" than allowing an engine to calculate to a depth of 23 plies (as it occasionally did in that game). That would be the human's "handicap".

As far as I know all successful chess programs use a variation of Shannon's original concept to give numerical weights to the material relationship between forces, open lines, mobility, etc. and evaluate the resulting positions after each move. Some of the early attempts to get computers to play good (great?) chess attempted to duplicate the thought process of human players but so far that approach has not been as successful as Shannon's original approach, with the most notable failure probably being Botvinnik's, more because of his reputation than anything else. See John Jerz's (<Random Visitor>) article: http://mysite.verizon.net/vzesz4a6/.... John is a wealth of information about chess-related aspects of computers.

And all chess programs I know of use the concept of forward searching, postulating moves from the current position and evaluating the resulting position. I've been intrigued by Capablanca's comment that he would visualize winning positions, and then "all" he had to do is figure out the moves required to achieve them. This backward searching approach is how tablebases are generated, and I've wondered whether a similar approach might be possible in real time (tablebases require a large amount of time to generate, and a lot of storage space). If it were (a big IF), then "all" I would have to do is to figure out which possible future positions are reachable from the current position and the moves that it would take to get there. But that's "just" an exercise in spatial pattern matching with a (TBD) means of calculating the "distance" between the current position and future reachable winning positions. The future winning (or drawing) position (if it exists) with the shortest distance from the current position would be the reference for the backward searching. One attraction to this approach is that both the forward searching for reachable winnable/drawable positions and the backwards searching lend themselves to paralellization and therefore would be very efficient in multi-core computers. Maybe some day I will be sufficiently motivated to work on this.

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