There is a major flaw in your reasoning. You are going back to the 70's, when the mantra was "you must do chess on a computer like a human does it." Problem was, then, and still is, now, "We don't know HOW a human plays chess." So saying "no search" is a meaningless constraint.chrisw wrote:Completely agree with Vincent. Only beancounter programmers would oppose Ed's idea, always using the same false dichotomy, search=tactics, eval=positional. Nonsense of course. I'ld take it further, ban the QS, which can contain all manner of check search tricks btw and force the beancounters to write a SEE. Then we'll see how really crap their evals arediep wrote:You are trying to talk your way out of the 1 ply match?lkaufman wrote:This is the problem. Knowledge about pins is generally considered tactical, not evaluation, even if you put it in the eval function. So probably Diep would look great on a one ply test due to this pin knowledge, but this has no bearing on which program has the better evaluation. There is no limit to how much tactical knowledge can be put into an eval function, but whether it justifies the slowdown in search is the question.diep wrote:Great idea Ed. We need an independant tester who also verifies no cheating occurs. Do you volunteer?Rebel wrote:I see a new form of (fun!) competition arising at the horizon, who has the best eval?Don wrote: I personally believe that Komodo has the best evaluation function of any chess program in the world.
Its basic framework:
1. Root search (1-ply) only with standard QS.
2. QS needs to be defined by mutual agreement.
3. No extensions allowed.
25,000 - 50,000 games (or so) to weed out most of the noise because the lack of search.
Details to be worked out of course.
With some luck we'll see then how strong mobility and coordinated piece evaluation plays.
Oh i remember - diep also knows everything about pins, and has extensive kingsafety that will directly attack the opponent king with all pieces, probably with the usual computer bug not using many pawns to do so. Will be giving spectacular attacking games!
Regarding your request for a Komodo 5 version without PST, Richard Vida posted a patch to Komodo 5 making all eval terms configurable. Since we don't condone this I won't post the link here, but if you can find his patch all you need do is set the "xtm" terms ("pawn table multiplier" etc.), to zero and you'll have what you want.
kingsafety is also tactical, mobility is also tactical, evaluating attacks which diep is doing massively that's also tactical?
Yet evaluating the material suddenly is the most important 'positional term' of an evaluation?
Oh comeon we can call everything tactical.
I want a 1 ply match
Ed?
Make some noise!
One way you can also test btw, is put the zero search program onto ICC and test it against rated players. Then shoot any programmer who can't get 2000 ELO out of raw evaluation only.
Not to mention the obvious dichotomy where one can write a complex eval, or use search to fill in issues the eval doesn't handle well, and either should eventually reach exactly the same level of skill. But with computers, it is easier to rely on recursive high-speed stuff rather than on overly complex code that contains too many bugs to ever work well..