Question is how big is big and how small is small as for analysis trees.Ovyron wrote: ↑Wed Mar 04, 2020 10:14 am If there's a variation that makes the tree explode with so many lines that I can't check them all I rather avoid it, so the question "what is the strongest you can play by keeping you analysis tree small and analyzing as few nodes as possible" is worth answering, because if you need a very large tree to find a move in a position, you probably messed up in a prior move leading up to it.
Boundaries you're bound too come mainly from amount of RAM you can use for hash (NN cache) and how much of your tree will the engine be able to keep in hash for how many moves backward in depth and broadness without losing the points of the many end- positions and the nodes leading to them.
So the boundary of making evals and move- choice at the starting positions better by backward analysing a tree of interest, is the hardware you have and the time for computing and for editing by yourself.
If there hadn't been made any progress in that (meaningful ageing of a hash table, the name of the thread), there wouldn't have been any real progress in engine (or- GUI) development neither, at least by far not as much as there has been to me.
I remember well the times, when I went backward a game with early versions of fritz and Shredder and Crafty, much later on with Rybka and Houdini and komodo then (this latest one has a revival in the meantime again for me, its hash- ageing was something special always, had many emails with Mark Lefler a few years ago about that, up to 13.3 there is finally the storage of hash working with fritz too now, for many versions you could only reload in fritz ,but storage didn't work there, you had to store in Shredder or Arena e.g.) now with many different SF- branches, and with NN- engines, progress that has been made as for that most important criterion is even greater to me than increase in Elo.
Just one more time before I'll leave it for good again, future of engine- chess to me lies in engine- learning, learning by hashing search- trees and keeping most important entries in hash (NN-cache) at way backward, learning by training of NNs, learning by automatic analaysis of pre- selected trees as GUI- features, learning by certain files stored from selected hash-entries, learning by NNUE sooner or later maybe too.
Of course learning by storage in databases is not only result but basis of further learning of engines and humans too, but it's more a result than a basis till now, maybe that could change with algorithms and nets dealing with big data from big databases too.
Learning by unguided selfplay only won't be the end of development or if it yet will be, it will be the end of computer -chess as a sport and a science of its own too. Chess is a game invented by and played by humans, if engine chess stops being useful for humans and their chess- playing, it's becoming useless at all.
Or to say it less dramatically, if there isn't any progress to be seen and judged by users anymore, other than by exploding amounts of eng-eng-games to be played, to at least getting results out of statistical error bars, it would be worth considering to stop investing more and more hardware- time and electricity into echo chamber- "developments" with end in itself- "progress" only and as much hardware- time and electricity for testing and distinguishing the versions at all, worth considering restart of investing more time in better and more useful using of what we have already.