This technique has been tried at different and longer times, fixed seconds, different time to compensate for strength, etc. and in all cases the results were basically the same. i.e. how engines clustered. It was also ran by different people (Kai, Don, Michael Hart, Adam Hair), different positions, and even if you randomly select the positions (bootstrapped), you still get the same thing most of the time (for the engines with stronger similarity signal, that is).BubbaTough wrote:Its fine if you want to make some noise argument. Sounds quite reasonable (except for the data that seems to indicate there are some strong correlations), I don't understand why you are artificially separating piece squares from other things. It seems extremely unlikely that whether an engine chooses to push a passed pawn only depends on piece square tables, and not passed pawn values. Or whether moving a knight to an outpost is only dependent on square values and not the value of an outpost, or doing a BxN move only depends on PST and not on things like double pawn values or isolated pawn values or such. Or pushing a pawn in front of the king is only based on PST and not king shelter scores. The whole things sounds ridiculous. I am not saying its not true, I really have no idea, but it sounds ridiculous. If noise is the main factor, fine then, it will decrease correlation. But to claim PST and material values are somehow special in that they pierce noise and nothing else does, well, that would be very unintuitive to me.Milos wrote:It might be a good idea to first read some good book on communications and noise statistics/correlation (I suggest S. Haykin's Communication systems) and read prior threads on this topic.BubbaTough wrote:Why do you say that? I certainly don't know much about it, but it looks like a 100ms search, not a static eval. And I don't see why you claim static eval = PST, and not static eval = whole eval.
100ms search actually has so much randomness in the actual search time (searched node count) that any common search component between two engines gets lost in the noise. The most of the randomness comes from the engine's check time poling function.
The same is valid for the dynamic components of the evaluation - so called positional values (scores that depend on pieces interaction - king safety, different pawns structure bonuses, mobility, etc.). There again the noise kills the correlation info.
What remains is the static evaluation - material values + PST.
You can actually very easily test it in your engine. Make full eval disabled and only lazy eval (material+PST) active. And then let this simplified engine play against your normal engine version.
Start from longer fixed time per move TC (like 1s per move) and gradually reduce TC towards 50ms or even 20ms and check what's the impact on Elo difference. You'll get quite surprised.
-Sam
Miguel