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Comments by HGMuller

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Piece Values[Subject Thread] [Add Response]
H. G. Muller wrote on Tue, May 13, 2008 07:17 AM UTC:
This discussion is pointless. In dealing with a stochastic quantity, if
your statistics are no good, your observations are no good, and any
conclusions based on them utterly meaningless. Nothing of what you say
here has any reality value, it is just your own fantasies. First you
should have results, then it becomes possible to talk about what they
mean. You have no result. Get statistically meaningful testresults. If
your method can't produce them, or you don't feel it important enough to
make your method produce them, don't bother us with your cr*p instead.

Two sets of piece values as different as day and knight, and the only
thing you can come up with is that their comparison is 'inconclusive'.
Are you sure that you could conclusively rule out that a Queen is worth 7,
or a Rook 8, by your method of 'playtesting'? Talk about pathetic: even
the two games you played are the same. Oh man, does your test setup s*ck!
If you cannot even decide simple issues like this, what makes you think
you have anything meaningful to say about piece values at all?

H. G. Muller wrote on Tue, May 13, 2008 10:59 AM UTC:
Once upon a time I had a friend in a country far, far away, who had
obtained a coin from the bank. I was sure this coin was counterfeit, as it
had a far larger probability of producing tails. I even PROVED it to him: I
threw the coin twice, and both times tails came up. But do you think the
fool believed me? No, he DIDN'T! 

He had the AUDACITY to claim there was nothing wrong with the coin,
because he had tossed it a thouand times, and 523 times heads had come up!
While it was clear to everyone that he was cheating: he threw the coin only
10 feet up into the air, on each try. While I brought my coin up to 30,000
feet in an airplane, before I threw it out of the window, BOTH times! And,
mind you, both times it landed tails! And it was not just an ordinary
plane, like a Boeing 747. No sir, it was a ROCKET plane!

And still this foolish friend of mine insisted that his measly 10 feet
throws made him more confident that the coin was OK then my IRONCLAD PROOF
with the rocket plane. Ridicuoulous! Anyone knows that you can't test a
coin by only tossing it 10 feet. If you do that, it might land on any
side, rather than the side it always lands on. He might as well have
flipped a coin! No wonder they send him to this far, far away country: no
one would want to live in the same country as such an idiot. He even went
as far as to buy an ICECREAM for that coin, and even ENJOYED eating that!
Scandalous! I can tell you, he ain't my friend anymore! Using coins that
always land on one side as if it were real money.

For more fairy tales and bed-time stories, read Derek's postings on piece
values...
:-) :-) :-)

H. G. Muller wrote on Tue, May 13, 2008 01:58 PM UTC:
Jianying Ji:
| Two suggestion for settling debates such as these. First distributed
| computing to provide as much data as possible. And bayesian statistical
| methods to provide statistical bounds on results.

Agreed: one first needs to generate data. Without data, there isn't even
a debate, and everything is just idle talk. What bounds would you expect
from a two-game dataset? And what if these two games were actually the
same?

But the problem is that the proverbial fool can always ask more than
anyone can answer. If, by recruting all PCs in the World, we could
generate 100,000 games at an hour per move, an hour per move will of
course not be 'good enough'. It will at least have to be a week per
move. Or, if that is possible, 100 years per move.

And even 100 years per move are of course no good, because the computers
will still not be able to search into the end-game, as they will search
only 12 ply deeper than with 1 hour per move. So what's the point?

Not only is his an énd-of-the-rainbow-type endeavor, even if you would get
there, and generate the perfect data, where it is 100% sure and prooven for
each position what the outcome under perfect play is, what then? Because
for simple end-games we are alrady in a position to reach perfect play,
through retrograde analysis (tablebases).

So why not start there, to show that such data is of any use whatsoever,
in this case for generating end-game piece values? If you have the EGTB
for KQKAN, and KAKBN, how would you extract a piece value for A from it?

H. G. Muller wrote on Tue, May 13, 2008 04:57 PM UTC:
Is this story meant to illustrate that you have no clue as to how to
calculate statistical significance? Or perhaps that you don't know what
it is at all?

The observation of a single tails event rules out the null hypothesis that
the lottery was fair (i.e. that the probability for this to happen was
0.000,000,01) with a confidence of 99.999,999%.

Be careful, though, that this only describes the case where the winning
android was somehow special or singled out in advance. If the other
participants to the lottery were 100 million other cheating androids, it
would not be remarkable in anyway that one of them won. The null
hypothesis that the lottery was fair predicted a 100% probability for
that.

But, unfortunately for you, it doesn't work for lotteries with only 2
tickets. Then you can rule the null hypothesis that the lottery was fair
(and hence the probability 0.5) with a confidence of 50%. And 50%
confidence means that in 50% of the cases your conclusion is correct, and
in the other 50% of the cases not. In other words, a confidence level of
50% is a completely blind, uninformed random guess.

H. G. Muller wrote on Tue, May 13, 2008 05:06 PM UTC:
Reinhard Scharnagl:
| I am still convinced, that longer thinking times would have an 
| influence on the quality of the resulting moves.

Yes, so what? Why do you think that is a relevant remark? The better moves
won't help you at all, if the opponent also does better moves. The result
will be the same. And the rare cases it is not, on the average cancel each
other.

So for the umptiest time:
NO ONE DENIES THAT LONGER THINKING TIME PRODUCES SOMEWHAT BETTER MOVES.
THE ISSUE IS THAT IF BOTH SIDES PLAY WITH LONGER TC, THEIR WINNING
PROBABILITIES WON'T CHANGE.

And don't bother to to tell us that you are also convinced that the
winning probabilities will change, without showing us proof. Because no
one is interested in unfounded opinions, not even if they are yours.

H. G. Muller wrote on Tue, May 13, 2008 09:13 PM UTC:
Reinhard, that is not relevant. It will happen on the average as often for
the other side. It is in the nature of Chess. Every game that is won, is
won by an error, that might not have been made on longer thinking. As the
initial position is not a won position for eaiter side. But most games are
won by either side, and if they are allowed to think longer, most games are
still won by either side.

What is so hard to understand about the statement 'the win probability
(score fraction, if you allow for draws) obtained from a given quiet, but
complex (many pieces) position between equal opponents does not depend on
time control' that it prompt people to come up with irrelevancies? Why do
you think that saying anything at all that does not mention an observed
probability would have any bearing on this statement whatsoever?

I don't think the ever more hollow sounding selfdeclared superiority of
Derek need much comment. He obviously doesn't know zilch about
probability theory and statistics. Shouting that he does won't make it
so, and won't fool anyone.

H. G. Muller wrote on Wed, May 14, 2008 07:09 AM UTC:
This discussion is too silly for words anyway. Because even if it were true that the winning probability for a given material imbalance would be different at 1 hour per move than it would be at 10 sec/move, it would merely mean that piece values are different for different quality players. And although that is unprecedented, that revelation in itself would not make the piece values at 1 hour per move of any use, as that is a time control that no one wants to play anyway.

So the whole endeavor is doomed from the start: by testing at 1 hour per move, either you measure the same piece values as you would at 10  sec/move, and wasted 99.7% of your time, or you find different values, and then you have wrong values, which cannot be used at any time control you would actually want to play...

Knightmate. Win by mating the knight. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Wed, May 14, 2008 09:11 PM UTC:
My small live tourney has led to a proliferation of WinBoard-compatible Knightmate engines. We now have:

JokerKM ( http://home.hccnet.nl/h.g.muller/jokerKM.exe)
CCCP-Knightmate ( http://www.marittima.pl/cccp)
Fairy-Max ( http://home.hccnet.nl/h.g.muller/dwnldpage.html, do not forget to download the accompanying fmax.ini with game definitions!)
Dabbaba ( http://homepages.tesco.net/henry.ablett/jims.html)

JokerKM is the strongest, CCCP and Fairy-Max are both about 400 Elo points weaker. Dabbaba is a rebuild of an old DOS engine from the 90s, and is some 300 Elo points behind that.

Piece Values[Subject Thread] [Add Response]
H. G. Muller wrote on Thu, May 15, 2008 04:22 PM UTC:
Rich Hutnik:
| Anyone think this might be a sound approach?

Well, not me! Science is not a democracy. We don't interview people in
the street to determine if a neutron is heavier than a proton, or what the 100th decimal of the number pi is.

At best, you could use this method to determine the CV rating of the
interviewed people. But even if a million people would think that piece A
is worth more than piece B, and none the other way around, that doesn't
make it so. The only thing that counts is if A makes you win more often
than B would. If it doesn't, than it is of lower value. No matter what people say, or how many say it.

Capablanca's chess. An enlarged chess variant, proposed by Capablanca. (10x8, Cells: 80) (Recognized!)[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sat, May 17, 2008 01:50 PM UTC:
Note there are now many free computer programs that can play the 10x8
variants with the Capablanca piece set. Many do use the WinBoard protocol
to communicate their moves, so they can be made to play each other
automatically under the WinBoard GUI.

Pages with many links to downloadable engines you will find at 
http://home.hccnet.nl/h.g.muller/10x8.html and
[at another site.]

The results of a recent tournament of the WB compatible engines at long
time control (55 min + 5 sec/move), where each engine had to play each
other engine 10 times, over 5 different opening setups (Carrera, Bird,
Capablanca, and Embassy), led to the following ranking:

Rank Name               Elo    +    - games score oppo. draws 
   1 Joker80 n         2432   96   83    70   80%  2110    0% 
   2 TJchess10x8       2346   83   76    70   72%  2122    4% 
   3 Smirf 1.73h       2304   80   75    70   68%  2128    4% 
   4 Smirf Donation    2165   73   73    70   53%  2148    9% 
   5 [other software] 
   6 Fairy-Max 4.8 v   2027   72   77    70   34%  2168   11% 
   7 BigLion80 4apr    1945   76   84    70   26%  2179    7% 
   8 ArcBishop80 1.00  1822   86  103    70   15%  2197    4% 

Except for Smirf 1.73h, all the engines are available for free download,
from their various sources. In addition, there exist several programs with
incompatible interfaces, such as ChessV and Zillions of Games. Their level
of play is not thoroughly tested, as the incompatibility of their
interfaces makes it impossible to play them against each other without
assistance of a Human operator, which again makes it difficult to conduct
the hundreds of games necessary for reliable rating determination.
Compared to the ranking above, Zillions would rank at the very bottom. 

[The above has been edited to remove a name and site reference. It is the
policy of cv.org to avoid mention of that particular name and site to
remove any threat of lawsuits. Sorry to have to do that, but we must
protect ourselves. - J. Joyce]

H. G. Muller wrote on Sat, May 17, 2008 05:05 PM UTC:
I am sorry to have put your site in jeopardy, I was not aware that giving a link to a site as a source of information could make you subject to a lawsuit.

But why did you delete the reference to poor Michel's program? My own engines are mentioned on the unspeakable website as well, on the very page of which you deleted the link. I even gave permission to its owner to host them there for download, should I no longer want to host them myself. Does that mean I will in the future also not be allowed to mention any of my own engines here???

Would it at least be allowed to mention the perfomance rating of the [other software]? Anyway, people interested in the complete result of the WinBoard General 10x8 Championship 2008, can find it on my own website, on the page:

http://home.hccnet.nl/h.g.muller/BotG08G/finalstanding.html

H. G. Muller wrote on Sun, May 18, 2008 06:01 AM UTC:
OK, fair enough. But 10x8 variants are rapidly growing more popular with engine programmers, and I intend to contribute to that process through organizing the 'Battle of the Goths' tournament series, and publishing rating lists. I might want to share important developments in that area here, so it would be useful to know which engines can be mentioned, and which not. Is the problem caused by the 'G-word', and should I avoid any reference to engines that contain the G-word as part of their name? So far there are only two of this, but there are likely to be many more in the future, as people tend to name their engines after the variant they are playing.

H. G. Muller wrote on Mon, May 19, 2008 08:06 AM UTC:
Would it be OK then, if I just circumscribe the [other software] in my tournament as 'a version of the well known open-source program TSCP, adapted to play some 10x8 variants', and call it 'TSCP-derivative' for short?

Or is it too risky to mention the name of popular Chess engines like TSCP even in their normal Chess version, (or Capablanca version), once someone created a derivative of them that is capable to play the unspeakable variant?

Squirrel. (Updated!) Jumps two orthogonally, two diagonally, or like a knight.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Mon, May 19, 2008 05:51 PM UTC:
I am currently engaged in a massive test effort to understand such short-range leapers. It is slow going, though: there are many possible combinations of moves, especially if you drop the requirement for 8-fold symmetry. And I need at least 400 games to get an acceptable accuracy for the empirical piece value of a ertain piece type. Even then, the statistical (random) error in the piece values is about 0.1 Pawn, if I test them in pairs (to double the effect of any value difference). Your estimate seems reasonable, from what I have learned so far. 8-fold-symmetric SR compound leapers with N moves seem to have a value close to (30+5/8*N)*N, in centiPawn. That would evaluate to 640 for the Squirrel. And I expect the Squirrel to be one of the stronger such compounds, with this number of moves, because of the 'front' of 5 contiguous forward moves.

Piece Values[Subject Thread] [Add Response]
H. G. Muller wrote on Tue, May 20, 2008 06:39 AM UTC:
First about the potential bug: I am afraid that I need more information to figure out what exactly was the problem. This is not a plain move-generator bug; when I feed the game to to my version of Joker80 here (which is presumably the same as that you are using), it accepts the move without complaints. It would be unconceivable anyway that a move-generator bug in such a common move would not have manifested itself in the many hundreds of games I had it play against other engines. OTOH, Human vs. engine play is virtually untested. Did you at any point of the game use 'undo' (through the WinBoard 'retract move')? It might be that the undo is not correctly implemented, and I would not notice it in engine-engine play. In fact it is very likely to be broken fter setting up a position, as I implemented it by resetting to the opening position and replaying all moves from there. But this won't work after loading a FEN (a feature I added only later). This is indeed something I should fix, but the current work-around would be not to use 'undo'. To make sure what happened, I would have to see the winboard.debug file (which records all communication between engine and GUI, including a lot of debug output from the engine itself). Unfortunately this file is not made by default. You would have to start WinBoard with the command-line option /debug, or press + + after starting WinBoard. And then immediately rename the winboard.debug to something else if a bug manisfests itself, to prevent it from being overwritten when you run WinBoard again. Joker80 also makes a log file 'jokerlog.txt', but this also is overwritten each time you re-run it. If you didn't run Joker80 since the bug, it might help if you sent me that file. Otherwise, I am afraid that there is little I can do at the moment; we would have to wait until the problem occurs again, and examine the recorded debug information. About the piece values: I could make a Joker80 version that reads the piece base values from a file 'joker.ini' at startup. Then you could change them to anything you want to test, without the need to re-compile. Would that satisfy your needs? Note that currently Joker80 is not really able to play CRC, as it only supports normal castling

H. G. Muller wrote on Tue, May 20, 2008 11:06 AM UTC:
OK, I replaced the joker80.exe on my website by one with adjustable piece
values. (If you run it from the command line, it should say version 1.1.14
(h).) I also tried to fix the bug in undo (which I discoverd was disabled
altogether in the previous version), and although it seemed to work, it
might remain a weak spot. (I foresee problems if the game contained a
promotion, for instance, as it might not remember the correct promotion
piece on replay.) So try to avoid using the undo.

I decided to make the piece values adjustable through a command-line
option, rather than from a file, to avoid problems if you want to run two
different sets of piece values (where you then would have to keep the
files separate somehow). The way it works now is that for the engine name
(that WinBoard asks in the startup dialog, or that you can put in the
winboard.ini file to appear in the selectable engines there), you should
write:

joker80.exe P85=300=350=475=875=900=950

The whole thing should be put between double quotes, so that WinBoard
knows the P... is an option to the engine, and not to WinBoard. The
numerical values are those of P, N, B, R, A, C and Q, respectively, in
centiPawn. You can replace them by any value you like. If you don't give
the P argument, it uses the default values. If you give a P argument with
not enough values, the engine exits.

Note that these are base values, for the positionally average piece. For N
and B this would be on c3, in the presence (for B) of ~ 6 own Pawns, half
of them on the color of the Bishop. A Bishop pair further gets 40cP bonus.
For the Rook it is the value for one in the absence of (half-)open files.
The Pawn value will be heavily modified by positional effects
(centralization, support by own Pawns, blocking by enemy Pawns), which on
the average will be positive.

Note that you can play two different versions against each other
automatically. The first engine plays white, in two-machines mode. (You
won't be able to recognize them from their name...)

H. G. Muller wrote on Tue, May 20, 2008 11:39 AM UTC:
One small refinement:

If the command-line argument was used to modify the piece values, Joker80
will give its own name to WinBoard as 'Joker80.xp', in stead of
'Joker80.np', so that it becomes less hard to figure out which engine
was winning (e.g. from the PGN file).

Note also that at very long time control you might want to enlarge the
hash table; default is 128MB, but if you invoke Joker80 as

'joker80.exe 22 P100=300=....'

it will use 256MB (and with 23 in stead of 22 it will use 512MB, etc.)

[Subject Thread] [Add Response]
H. G. Muller wrote on Tue, May 20, 2008 02:08 PM UTC:
What characterizes Chess variants:

1) move one piece at a time to an empty cell, or
2) capture an enemy piece by moving into its cell
3) win by capture of royal piece
4) many different piece types
5) a large fraction of the pieces are pawns
6) pawns are weak pieces which move irreversibly, and
   promote to a stronger piece when advanced enough.

Some of these rules can be violated, but only if all other
characteristics are very close to a very common variant.

H. G. Muller wrote on Tue, May 20, 2008 06:05 PM UTC:
Well, even FIDE Chess violates the defining characteristics, by the
non-Chess-like moves of castling and e.p. capture. But, like I stated,
violation of some of the rules does not immediately disqualify a game as a
CV. Extinction Chess doesn't have a royal piece, but in all other respects
it is identical to FIDE Chess. So it is clearly a CV.

But I would not call checkers or draughts CVs. In the interpretation that
the chips are pawns, (they do promote...), the capture mode and piece
variety is too different from common variants to qualify.

I do not consider Ultima / Baroque a Chess variant. It does have piece
variety, and even a royal piece, but the capture modes are too alien, only
the King has a Chess-like capture, most pieces don't.

I see no problem with Jacks and Witches. The majority of the pieces are
normal Chess pieces. OK, so some Witch moves violate the one-at-a-time
rule, like castling does. No problem, as even within this game this is an
exception.

IMO the array is not relevant as a distinctive trait of variants. You
could call them sub-variants at best. Near Chess is simply FIDE Chess. The
opening position of Near Chess occurs even in the game tree of FIDE Chess.
In that respect FRC is more different from FIDE Chess than Near Chess is:
there at least the opening position can be unreachable frrom the FIDE
opening.

Piece Values[Subject Thread] [Add Response]
H. G. Muller wrote on Tue, May 20, 2008 06:43 PM UTC:
Well, to get an impression at what you can expect: In my first versions of
Joker80 I still used the Larry-Kaufman piece values of 8x8 Chess. So the
Bishop was half a Pawn too low, nearly equal to the Knight (as with more
than 5 Pawns, Kaufman has a Knight worth more than a lone Bishop,
neutraling a large part of the pair bonus.) Now unlike a Rook, a Bishop is
very easy to trade for a Knight, as both get into play early. Making the
trade usually wrecks the opponent's pawn structure by creating a doubled
Pawn, giving enough compensation to make it attractive.

So in almost all games Joker played with two Knights against two Bishops
after 12 moves or so. Fixing that did increase the playing strength by
~100 Elo points. So where the old version would score 50%, the improved
version would score 57%.

Now a similarly bad value for the Rook would manifest itself much more
difficultly: the Rooks get into play late, there is no nearly equal piece
for which a 1:1 trade changes sign, and you would need 1:3 trades (R vs
B+2P) or 2:2 trades (R+P for N+N), which are much more difficult to set
up. So I would expect that being half a Pawn off on the Rook value would
only reduce your score by about 3%, rather than 7% as with the Bishop.
After playing 100 games, the score differs by more than 3% from the true
win probability more often than not. So you would need at least 400 games
to show with minimal confidence that there was a difference.

Beware that the result of the games are stochastic quantities. Replay the
game at the same time control, and the game Joker80 plays will be
different. And often the result will be different. This is true at 1 sec
per move, but it is equally true at 1 year per move. The games that will
be played, are just a sample from the myriads of games Joker80 could play
with non-zero probability. And with fewer than 400 games, the difference
between the actually measured score percentage and the probability you
want to determine will be in most cases larger than the effect of the
piece values, if they are not extremey wrong (e.g. setting Q < B).

H. G. Muller wrote on Wed, May 21, 2008 12:48 PM UTC:
It looks OK to me.

One caveat: the normalization (e.g. Pawn = 100) is not completely
arbitrary, as the engine weights material against positional terms, and
doubling all piece values would effectively scale down the importance of
passers and King Safety.

In addition, the engine also uses some heavily rounded 'quick' piece
values internally, where B=N=3, R=5, A=C=8 and Q=9, to make a rough guess
if certain branches stand any chance to recoup the material it gave
earlier in the branche. So in certain situations, when it is behind 800
cP, it won't consider capturing a Rook, because it expects that to be
worth about 500 cP, and thus falls 300 cP below the target. Such a large
deficit would be beyond the safety margin for pruning the move. But if the
piece values where scaled up such that the 800 merely represented being a
Bishop behind, this obviously would be an unjustified pruning.

The safety margin is large enough to allow some leeway here, but don't
overdo it. It would be safest to keep the value of Q close to 950.

I am indeed skeptical to the possibility to do enough games to measure the
difference you want to see in the total score percentage. But perhaps some
sound conclusions could be drawn by not merely looking at the result, but
at the actual games, and single out the Q vs 2R trades. (Or actually any
Rook versus other material trade before the end-game. Rooks capturing
Pawns to prevent their promotion probably should not count, though.) These
could then be used to separately extracting the probability for such a
trade for the two sets of piece values, and determine the winning
probability for each of the piece values once such a trade would have
occurred. By filtering the raw data this way, we get rid of the stochastic
noise produced by the (majority of) games whwre the event we want to
determine the effect of would not have occurred.

H. G. Muller wrote on Wed, May 21, 2008 05:49 PM UTC:
Well, I share that concern. But note that the low Rook value was not only
based on the result of Q-2R assymetric testing. I also played R-BP and
NN-RP, which ended unexpectedly bad for the Rook, and sets the value of
the Rook compared to that of the minor pieces. While the value of the
Queen was independently tested against that of the minor pieces by playing
Q-BNN.

The low difference between R and B does make sense to me now, as the wider
board should upgrade the Bishop a lot more than the Rook. The Bishop gets
extra forward moves, and forward moves are worth a lot more than lateral
moves. I have seen that in testing cylindrical pieces, (indicated by *),
where the periodic boundary condition w.r.t. the side edges effectifely
simulates an infinitely wide board. In a context of normal Chess pieces,
B* = B+P, while R* = R + 0.25P. OTOH, Q* = Q+2P. So it doesn't surprise
me that on wider boards R loses compared to Q and B.

I can think of several systematic errors that lead to unrealistically poor
performance of the Rook in asymmetric playtesting from an opening position.
One is that Capablanca Chess is a very violent game, where the three
super-pieces are often involved in inflicting an early chekmate (or nearly
so, where the opponent has to sacrifice so much material to prevent the
mate, that he is lost anyway). The Rooks initially offer not much defense
against that. But your chances for such an early victory would be strongly
reduced if you were missing a super-piece. So perhaps two Rooks would do
better against Q after A and C are traded. This explanation would do
nothing for explaining poor Rook performance of R vs B, but perhaps it is
B that is strong (it is also strong compared to N). The problem then would
be not so much low R value, but high Q value, due to cooperativity between
superpieces. So perhaps the observed scores should not be entirely
interpreted as high base values for Q, C and A, but might be partly due to
super-piece pair bonuses similar to that for the Bishop pair. Which I would
then (mistakenly) include in the base value, as the other super-pieces are
always present in my test positions.

Another possible source of error is that the engine plays a strategy that
is not well suited for playing 2R vs Q. Joker80's evaluation does not
place a lot of importance to keeping all its pieces defended. In general
this might be a winning strategy, giving the engine more freedom in using
its pieces in daring attacks. But 2R vs Q might be a case where this
backfires, and where you can only manifest the superiority of your Rook
force by very careful and meticulous, nearly allergic defense of your
troops, slowly but surely pushing them forward. This is not really the
style of Joker's play. So it would be interesting to do the asymmetreic
playtesting for Q vs 2R also with other engines. But TJchess10x8 only
became available long after I started my piece value project, TSCP-G does
not allow setting up positions (although now I know a work-around for
that, forcing initial moves with both ArchBishops to capture all pieces to
delete, and then retreating them before letting the engine play). And Smirf
initially could not play automatically at all, and when I finally made a WB
adapter for it so that it could, fast games by it where more decided by
timing issues than by play quality (many losses on time with scores like
+12!). And Fairy-Max is really a bit too simplistic for this, not knowing
the concept of a Bishop pair or passed pawns, besides being a slower
searcher.

[Subject Thread] [Add Response]
H. G. Muller wrote on Wed, May 21, 2008 08:10 PM UTC:
[I deleted this post, because I accidentally posted it in the wrong discussion.]

Piece Values[Subject Thread] [Add Response]
H. G. Muller wrote on Wed, May 21, 2008 08:29 PM UTC:
Is there any special reason you want to keep the Pawn value equal in all
trial versions, rather than, say, the total value of the army, or the
value of the Queen? Especially in the Scharnagl settings it makes almost
every piece rather light compared to the quick guesses used for pruning.

Note that there are so many positional modifiers on the value of a pawn
(not only determined by its own position, but also by the relation to
other friendly and enemy pawns) that I am not sure what the base value
really means. Even if I say that it represents the value of a Pawn at g2,
the evaluation points lost on deleting a pawn on g2 will depend on if
there are pawns on e- and i-file, and how far they are advanced, and on
the presence of pawns on the f- and h-file (which mighht become backward
or isolated), and of course if losing the pawn would create a passer for
the opponent.

If I were you, I would normalize all models to Q=950, but then replace
the
pawn value everywhere by 85 (I think the standard value used in Joker is
even 75). I don't think you could say then that you deviate from the
model, as the models do not really specify which type of Pawn they use as
a standard. My value refers to the g2 pawn in an opening setup. Perhaps
Reinhard's value refers to an 'average' pawn, in a typical pawn chain
occurring in the early middle game, or a Pawn on d4/e4 (which is the most
likely to be traded).

As to the B-pair: tricky question. The way you did it now would make the
first Bishop to be traded of the value the model prescribes, but would
make the second much lighter. If you would subtract half the bonus, then
on the average they would be what the model prescribes. The value is
indeed hard-wired in Joker, but if you really want, I could make it
adjustable through a 8th parameter.

[Subject Thread] [Add Response]
H. G. Muller wrote on Wed, May 21, 2008 08:38 PM UTC:
Well, I do not really play CVs myself, but I love to watch games played by
my engines, especially blitz games. And from this I learned that
Knightmate is a CV that definitely works. It is just different enough from
FIDE Chess to make it interesting, but familiar enough that you immediately
can grasp it. Great game!

Similarly for the 10x8 Capablanca variants. They are very interesting
because of the Archbishop, which tends to be very active.

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