Re: A little improvement to the Texel's tuning method
Posted: Wed Oct 22, 2014 8:10 pm
So far I was not able to improve my evaluation with the Texel method, I might give your change a try however.
I was always able to push the evaluation error significantly down compared to my current weight set but the engine played worse. I don't really understand why but some possible cause might be
1. It is difficult to tune weights that are associated with positional elements you find not so often in the PV of a game, but very often in the nodes encountered by eval and then discarded by search. An example might be the triple pawn. How often do you see one in a real game played by top engines. Maybe never. Does it mean you can get rid of it ?
2. The number of drawn games has a high impact on the result. Too many draw games and you eval will be simplified a lot by the tuner. To less is probably also a bad thing.
I have not found the ideal combination, but I keep searching
Thomas...
I was always able to push the evaluation error significantly down compared to my current weight set but the engine played worse. I don't really understand why but some possible cause might be
1. It is difficult to tune weights that are associated with positional elements you find not so often in the PV of a game, but very often in the nodes encountered by eval and then discarded by search. An example might be the triple pawn. How often do you see one in a real game played by top engines. Maybe never. Does it mean you can get rid of it ?
2. The number of drawn games has a high impact on the result. Too many draw games and you eval will be simplified a lot by the tuner. To less is probably also a bad thing.
I have not found the ideal combination, but I keep searching
Thomas...