Makruk engines and rating list

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Ferdy
Posts: 4833
Joined: Sun Aug 10, 2008 3:15 pm
Location: Philippines

Re: A match with the strongest makruk AI

Post by Ferdy »

Evert wrote:
Evert wrote:[D]8/2k5/8/1PB5/2B1Q3/6r1/3K4/8 w 4 98
Analysis:

Code: Select all

Makruk engine:
 20	+2.83 	19.4M  	1:11.06	1.  b6M  Kd7   2. Sd3   Ke6   3. Kc3   Rg7   4. Kc4   Rh7   5. Sdd4  Rh1   6. Sd5   Kf6   7. Kd4   Rc1   8. Scd6  Rd1   9. Md3   Kg7   10. Mc7   Kg8   11. Se6   Kf8   12. Sde7  Kg8    
 19	+2.76 	9.78M  	0:35.44	1.  b6M  Kb8   2. Sd3   Kc8   3. Kc3   Kd7   4. Kd4   Rg5   5. Sc4   Ke8   6. Sd5   Kf8   7. Scd6  Kg8   8. Se5   Rg1   9. Mf5   Rc1   10. Sde6  Kf8    
 18	+2.76 	5.27M  	0:18.32	1.  b6M  Kd7   2. Sd3   Rh3   3. Kc3   Rh5   4. Kd4   Ke7   5. Sc4   Ke8   6. Sd5   Kf8   7. Scd6  Kg8   8. Mc7   Rg5   9. Se5   Rg7   10. Sed6   
 17	+2.73 	4.08M  	0:14.45	1.  b6M  Kd7   2. Sd3   Kd8   3. Kc3   Rg5   4. Kd4   Ke7   5. Sc4   Ke8   6. Sd5   Rh5   7. Scd6  Kf8   8. Mc5   Ke8   9. Se6   Kf8    
 16	+2.69 	2.60M  	0:09.42	1.  b6M  Kb7   2. Md3   Kc8   3. Kc3   Rg4   4. Kb4   Kd7   5. Kb5   Ke6   6. Kc6   Kf6   7. Sd5   Kg6   8. Kd7   Rg3   9. Me4    
 15	+2.73 	1.44M  	0:05.52	1.  b6M  Kd7   2. Sd3   Ke8   3. Kc3   Rh3   4. Kd4   Rh5   5. Md5   Kf8   6. Se4   Ke8   7. Sd6   Kf8   8. Mc7   Rh3    
 14	+2.69 	880003	0:03.48	1.  b6M  Kd7   2. Sd3   Ke8   3. Kc3   Rg5   4. Kd4   Rh5   5. Md5   Rf5   6. Sc6   Rf3   7. Mc7   Rh3   8. Me6    
 13	+2.65 	494728	0:02.12	1.  b6M  Kd7   2. Sd3   Kd8   3. Kc3   Rg5   4. Kd4   Rh5   5. Md5   Ke8   6. Se4   Kf8   7. Sd6   Rh3    
 12	+2.66 	289888	0:01.33	1.  b6M  Kc8   2. Sd3   Rg5   3. Ke3   Kd8   4. Kd4   Rh5   5. Sc4   Ke8   6. Md5   Rf5   7. Sd6    
 11	+2.61 	146109	0:00.70	1.  b6M  Kd7   2. Sd3   Rh3   3. Kc3   Rh5   4. Kd4   Kd8   5. Sc4   Ke8   6. Sd5   Rh3    
 10	+2.62 	96684  	0:00.49	1.  b6M  Kd7   2. Sd3   Ke8   3. Kc3   Rg5   4. Kd4   Kd8   5. Sc6   Rh5   6. Md5    
  9	+2.56 	49969  	0:00.27	1.  b6M  Kd7   2. Sd3   Ke8   3. Kc3   Rh3   4. Kd4   Rh5   5. Sc4   Rh3    
  8	+2.60 	39269  	0:00.22	1.  b6M  Kd7   2. Sd3   Ke8   3. Kc3   Rg5   4. Kd4   Rh5   5. Md5    
  7	+2.48 	17310  	0:00.11	1.  b6M  Kd7   2. Sd3   Kd8   3. Kc3   Rg7   4. Kd4   Ke8    
  6	+2.40 	10821  	0:00.08	1.  b6M  Kd8   2. Sd3   Rg7   3. Kc3   Rd7   4. Kc4    
  5	+1.64 	2841    	0:00.02	1.  b6M  Kd8   2. Sd5   Ra3   3. Se6   Ra1    
  4	+1.65 	1187    	0:00.01	1.  b6M  Kd8   2. Sd5   Rh3   3. Scd6   
  3	+1.62 	323      	0:00.00	1.  b6M  Kd8   2. Sd5   Rg7    
  2	+1.66 	65        	0:00.00	1.  b6M  Kd8   2. Sd5    

Code: Select all

Bilis:
 18	+4.48 	221.8M	2:17.17	b5b6m c7d7 c4d5 g3g2 d2e3 d7e7 c5d6 e7f6 b6c5 g2g1 e3d2 g1b1 c5d4 b1g1 d6e5 f6g5 d2e2 g1h1 d5e6 g5h5 d4e3 h1a1 e6d5 a1b1 (2.3) 
 17	+4.47 	97.0M  	1:00.70	b5b6m c7d7 c4d5 g3g2 d2e3 d7e7 c5d6 e7f6 b6c5 g2g1 e3d2 g1b1 c5d4 b1g1 d6e5 f6g5 d2e2 g1h1 d5e6 g5h5 e2d3 h1d1 d3c4 (3.1) 
 16	+4.48 	31.8M  	0:19.42	b5b6m c7d7 c4d5 g3g2 d2e3 d7e7 c5d6 e7f6 b6c5 g2g1 e3d2 g1b1 c5d4 b1h1 d6e5 f6g5 d4e3 g5h5 d2e2 h1a1 (2.1) 
 15	+4.48 	15.4M  	0:09.20	b5b6m c7d7 c4d5 g3g2 d2e3 g2g1 c5d6 d7e8 d5e6 e8f8 e3e2 g1g2 e2d3 g2g1 b6c7 g1e1 e4f5 e1c1 d3e4 c1e1 e4d4 e1c1 (1.9) 
 14	+4.48 	8.00M  	0:04.76	b5b6m c7d7 c4d5 g3g2 d2e3 g2g1 c5d6 d7e8 d5e6 e8f8 e3e2 g1g2 e2d3 g2g1 b6c7 g1e1 d3d4 e1d1 d4c4 d1c1 c4d5 (1.7) 
 13	+4.48 	4.62M  	0:02.76	b5b6m c7d7 c4d5 g3g2 d2e3 g2g1 c5d6 d7e8 d5e6 e8f8 e3e2 g1b1 b6c7 b1h1 c7d8 f8g7 (2.3) 
 12	+4.48 	1.97M  	0:01.19	b5b6m c7c8 c4d5 g3g1 c5d6 c8b7 b6c5 b7a6 d2e3 g1e1 e3f2 e1c1 c5d4 c1b1 (3.0) 
 11	+4.50 	626728	0:00.39	b5b6m c7d8 c4d5 g3g2 d2e3 g2g3 e3d4 g3g1 d5e6 g1d1 d4e5 d1e1 c5d6 d8c8 e5d4 (2.1) 
 10	+4.50 	285722	0:00.18	b5b6m c7d8 c4d5 g3g2 d2e3 g2g1 c5d6 g1f1 e3e2 f1h1 d5e6 h1h2 e2e3 d8e8 (2.2) 
  9	+4.45 	130241	0:00.08	b5b6m c7d8 c4d5 g3g2 d2e3 g2g1 c5d6 g1f1 e3d3 f1d1 d3e2 d1h1 (2.2) 
  8	+4.48 	55012  	0:00.03	b5b6m c7d8 c4d5 g3g2 d2e3 g2g1 c5d6 g1e1 e3f2 e1h1 f2e3 d8e8 (2.0) 
  7	+4.50 	24205  	0:00.02	b5b6m c7d8 c4d5 g3g2 d2e3 g2g1 c5d6 g1e1 e3f2 e1b1 b6c5 (2.0) 
  6	+4.44 	10280  	0:00.01	b5b6m c7d8 c4d5 g3g2 d2e3 g2g1 c5d6 g1e1 e3d4 (1.7) 
  5	+4.45 	4726    	0:00.00	b5b6m c7d8 c4d5 g3g8 c5d6 g8g1 (1.5) 
  4	+4.42 	1658    	0:00.00	b5b6m c7d7 c4d5 g3g2 d2e3 d7d8 (1.3) 
  3	+4.45 	664      	0:00.00	b5b6m c7d7 c4d5 g3g1 (1.5) 
  2	+4.58 	223      	0:00.00	b5b6m c7d7 c5d4 (1.0) 
  1	+4.46 	61        	0:00.00	b5b6m c7d8 

Code: Select all

SjaakII:
 25	+3.79 	37.5M  	1:23.15	1.  b6M Kd7 2. Sd5 Ke7 3. Scd6 Kf7 4. Se5 Kg6 5. Sf4 Ra3 6. Mc5 Kh5 7. Se5 Ra5 8. Sed6 Ra6 9. Sd7 Ra5 10. Sd6 Ra3 11. Se6 Rb3 12. Sd5 Kh4 13. Se5 Kg3 14. Mf5 
 24	+3.79 	20.7M  	0:46.60	1.  b6M Kd7 2. Sd5 Ke7 3. Scd6 Kf7 4. Se5 Kg6 5. Sf4 Ra3 6. Mc5 Kh5 7. Se5 Kg4 8. Ke2 Ra5 9. Sdd6 Ra3 10. Md4 Kh3 11. Md3 Kg3 12. Ke3 Kg2 13. Sf4 Rc3 
 23	+3.79 	18.9M  	0:42.66	1.  b6M Kd7 2. Sd5 Ke7 3. Scd6 Kf7 4. Se5 Kg6 5. Sf4 Ra3 6. Mc5 Kh5 7. Se5 Rg3 8. Sdd6 Kg4 9. Md4 Kh4 10. Me3 Rg6 11. Se7 Rg5 12. S5f6 Rc5 13. Kd3 
 22	+3.78 	15.7M  	0:35.86	1.  b6M Kd7 2. Sd5 Ke7 3. Scd6 Kf7 4. Se5 Kg6 5. Sf4 Ra3 6. Mc5 Kh5 7. Se5 Rg3 8. Sdd6 Kg4 9. Md4 Kh3 10. Me3 Rg5 11. Se6 Rg2 12. Kd3 Rf2 
 21	+3.81 	11.1M  	0:25.51	1.  b6M Kd7 2. Sd5 Ke7 3. Scd6 Kf7 4. Se5 Kg6 5. Sf4 Ra3 6. Mc5 Kh5 7. Sf5 Rb3 8. Md6 Kh4 9. Me5 Rg3 10. Mf6 Kh3 11. Md3 Kg2 12. Kc3 
 20	+3.83 	8.72M  	0:20.17	1.  b6M Kd7 2. Sd5 Ke7 3. Scd6 Kf6 4. Mc5 Kg6 5. Md4 Kh5 6. Me3 Rg5 7. Sc4 Rg6 8. Sdc5 Rg1 9. Sd5 Rf1 10. Kd3 Rc1 11. Scd6 Rc2 
 19	+3.83 	4.74M  	0:11.52	1.  b6M Kd7 2. Sd5 Ke8 3. Sd4 Kf7 4. Mc5 Kg6 5. Ke2 Rb3 6. Se5 Ra3 7. Mf3 Kh5 8. Sf4 Rb3 9. Kf2 Kg6 10. Se6 Rd3 
 18	+3.84 	2.67M  	0:06.71	1.  b6M Kd7 2. Sd5 Ke8 3. Scc6 Kf7 4. Mc5 Kg6 5. Md4 Kg5 6. Me3 Rg1 7. Se6 Kf6 8. Scd5 Ke5 9. Kd3 Rd1 10. Kc4 
 17	+3.84 	2.02M  	0:05.24	1.  b6M Kd7 2. Sd5 Ke8 3. Scc6 Kf7 4. Mc5 Kg6 5. Md4 Kg5 6. Me3 Rg1 7. Se6 Kf6 8. Scd5 Ke5 9. Kd3 Rg2 
 16	+3.84 	806475	0:02.15	1.  b6M Kd8 2. Sd6 Ke8 3. Sd5 Kf7 4. Se5 Kg6 5. Sf4 Ra3 6. Se6 Kh5 7. Sef5 Kh4 8. Mc5 Kh3 9. Md5 
 15	+3.82 	509677	0:01.38	1.  b6M Kd8 2. Sd6 Ke8 3. Sd5 Kf7 4. Se5 Kg6 5. Sf4 Rb3 6. Mc5 Kh5 7. Kc2 Ra3 8. Mf5 Re3 
 14	+3.82 	383561	0:01.05	1.  b6M Kd8 2. Sd6 Ke8 3. Sd5 Kf7 4. Se5 Kg6 5. Mc5 Kh5 6. Md6 Kh4 7. Mf5 Kh3 8. Sf4 
 13	+3.84 	302774	0:00.85	1.  b6M Kd8 2. Sd6 Ke8 3. Sd5 Kf7 4. Se5 Kg6 5. Sf4 Rb3 6. Mf5 Kh5 7. Mc5 Kh4 8. Md6 
 12	+3.86 	232869	0:00.67	1.  b6M Kd8 2. Sd6 Ke8 3. Sd5 Kf7 4. Se5 Kg6 5. Sf4 Rb3 6. Mf5 Kh6 7. Mc5 
 11	+3.83 	141162	0:00.42	1. Kc2 Kd7 2. Sd5 Ke8 3. Scc6 Kf7 4. Md3 Kf6 5. Se4 Rg2 6. Kc3 
 10	+3.90 	96151  	0:00.29	1. Kc2 Kb8 2.  b6M Re3 3. Sd5 Kc8 4. Md3 Kd7 5. Scc6 Ke7 6. Mc5 
  9	+3.86 	66886  	0:00.21	1. Kc2 Kb8 2.  b6M Re3 3. Sd5 Kb7 4. Sdc6 Ka6 5. Md5 Re4 
  8	+3.88 	19914  	0:00.06	1.  b6M Kd8 2. Sd5 Ke8 3. Scd6 Kf8 4. Mc7 Kg7 5. Mf3 
  7	+3.84 	16993  	0:00.05	1.  b6M Kd8 2. Sd5 Ke8 3. Scd6 Kf7 4. Se5 Kg7 
  6	+3.84 	8450    	0:00.03	1.  b6M Kd8 2. Kc2 Ke8 3. Md5 Kf7 4. Sd6 
  5	+3.86 	3659    	0:00.01	1.  b6M Kd8 2. Md5 Kd7 3. Sc6 Kd6 4. Kc2 
  4	+3.89 	1511    	0:00.00	1.  b6M Kd8 2. Sd6 Rg2 3. Kd3 Rf2 
  3	+3.80 	768      	0:00.00	1.  b6M Kd7 2. Sd5 Kd8 
  2	+3.96 	178      	0:00.00	1.  b6M Kd8 2. Sd6 
All three engines prefer promoting the pawn, but tellingly none of them seem to make any progress afterwards. My own plan would actually be 1. Md3 followed by 2. Kc3 with the plan to advance the King to the centre. I haven't tried how well that works though.
Note in the actual game I disabled the counting rule in Bilis.

Bilis 2.1.3 with counting rule enabled.
This is a better approach delaying the promotion to maximize perhaps its overall position.

Code: Select all

 15	+2.78 	118.5M	0:58.98	d2c2 g3a3 c5b4 a3e3 c4d3 c7b6 c2d2 e3g3 d3d4 g3g5 d4d5 g5g1 d2c2 g1g3 d5d6 {ebf 2.6 sed 28}
 14	+2.85 	46.0M  	0:22.90	d2c2 g3h3 c4d5 c7b8 c2b2 h3h2 b2c3 h2h1 c3b2 h1d1 c5b4 b8c7 b2c2 d1h1 c2c3 {ebf 3.9 sed 26}
 13	+2.88 	11.6M  	0:05.81	d2c2 c7c8 c4d5 g3a3 d5d6 c8b8 e4d5 a3f3 b5b6m f3c3 c2b2 c3c2 b2b3 c2c3 b3a4 c3d3 {ebf 3.0 sed 24}
 12	+2.96 	3.85M  	0:01.92	d2c2 c7c8 c4d5 g3a3 d5d6 a3e3 e4d3 e3e6 c2c3 c8b8 b5b6m e6f6 {ebf 2.8 sed 22}
 11	+3.00 	1.35M  	0:00.69	d2c2 c7d8 c4d5 d8e7 c2b2 g3h3 c5c6 e7f6 b5b6m h3h2 b2c3 h2e2 {ebf 2.1 sed 22}
 10	+3.06 	592482	0:00.33	d2c2 c7d8 c4d5 d8e7 b5b6m e7f6 c2c1 f6e5 c5d6 e5f4 c1b2 {ebf 1.8 sed 19}
  9	+3.05 	309659	0:00.18	c4d3 g3g6 d3d4 g6g2 d2c3 g2g6 d4e5 c7d7 b5b6m g6g5 {ebf 3.0 sed 18}
  8	+3.12 	102836	0:00.06	c4d5 g3b3 d5c6 c7d8 b5b6m d8e7 c6d5 b3d3 d2e2 d3c3 {ebf 3.9 sed 16}
  7	+3.12 	17130  	0:00.01	b5b6m c7d7 c4b5 g3g5 d2e3 d7d8 b5c4 g5e5
  6	+3.19 	6636    	0:00.00	b5b6m c7d8 c4d5 g3g5 c5d6 g5g2 d2c3 g2g6
  5	+3.16 	1306    	0:00.00	b5b6m c7d8 c4d5 g3g5 c5d6 g5g6
  4	+3.19 	618      	0:00.00	b5b6m c7d8 c4d5 g3g2 d2c3 g2g5
  3	+3.17 	299      	0:00.00	b5b6m c7d8 c4d5 g3g5
  2	+3.33 	121      	0:00.00	b5b6m c7d8 c5d4
  1	+3.25 	26        	0:00.00	b5b6m c7d8
User avatar
Evert
Posts: 2929
Joined: Sat Jan 22, 2011 12:42 am
Location: NL

Re: A match with the strongest makruk AI

Post by Evert »

Ferdy wrote:
Another approach could be to award proximity to the enemy King for all slow pieces. This probably would not hurt in any game stage.
I have this for all pieces but not much only a maximum of 6 cp bonus.
Mine is that times the distance of the piece to the enemy king. In the ending, there is an additional term that scales with the maximum distance to the enemy king. This has the effect of bringing all pieces closer, not just a few while keeping a crucial piece far away. I thought I had a quadratic term in there as well, but apparently not. I guess it didn't perform well.
It would probably also help if it knew that when the opponent has 'Bishops', the King is safer in the promotion zone than on its own side of the board. This could be put in the proximity bonus for the Bishops, giving them higher score to face the King with their strong side.
I have already this but only 4 cp if the bishops faces the opp king. When opp king is at the back no more penalties, it seems the penalty should be given in this case because the bishop is reduced to a queen especially in end game where there are only less materials left.
Yes. I have the penalty set at 30, which is probably modest still (especially in the end game).
User avatar
hgm
Posts: 27795
Joined: Fri Mar 10, 2006 10:06 am
Location: Amsterdam
Full name: H G Muller

Re: A match with the strongest makruk AI

Post by hgm »

It probably doesn't matter too much how large the bonuses are, as long as they have the right relative magnitude. The benefit of forcing the enemy King to a corner must be larger than the penalty for four own pieces leaving the center to drive that King there (e.g. KQQQK or KNQQK). So with just centralizing PST the values should be about 5 times larger for King as it is for the other pieces.

This, however, still causes a problem if both Kings use the same PST, because then the attacking King will be glued to the center. So it will just trap the losing King in a corner with the aid of the light pieces, but cannot mate it there without help of the King, which it will refuse to involve. So it is really important to distinguish the attacking and the defending King. Fairy-Max 5.0 only does this for a bare King in the root (which then gets its centralization weight multiplied by 5).

Note that having a term dependent on the distance between the Kings also needs to make this distinction to determine its sign: the attacking King wants to minimize the distance, the defending King wants to maximize it. So one piece of knowledge an engine should have is which material combinations should be considered winning.
User avatar
Evert
Posts: 2929
Joined: Sat Jan 22, 2011 12:42 am
Location: NL

Re: A match with the strongest makruk AI

Post by Evert »

hgm wrote: Note that having a term dependent on the distance between the Kings also needs to make this distinction to determine its sign: the attacking King wants to minimize the distance, the defending King wants to maximize it. So one piece of knowledge an engine should have is which material combinations should be considered winning.
Indeed. However, I think that having a material advantage is a sufficient criterion for deciding that (not entirely sure that's true, but I think it's close enough if you take care of penalising a gaggle of same-colour Queens).
Ferdy
Posts: 4833
Joined: Sun Aug 10, 2008 3:15 pm
Location: Philippines

Re: A match with the strongest makruk AI

Post by Ferdy »

hgm wrote:It probably doesn't matter too much how large the bonuses are, as long as they have the right relative magnitude. The benefit of forcing the enemy King to a corner must be larger than the penalty for four own pieces leaving the center to drive that King there (e.g. KQQQK or KNQQK). So with just centralizing PST the values should be about 5 times larger for King as it is for the other pieces.
Agreed I am using now the value of rook as the maximum penalty when the opp king is at the corner and slightly lower values in other squares at the edge of the board.
This, however, still causes a problem if both Kings use the same PST, because then the attacking King will be glued to the center. So it will just trap the losing King in a corner with the aid of the light pieces, but cannot mate it there without help of the King, which it will refuse to involve. So it is really important to distinguish the attacking and the defending King. Fairy-Max 5.0 only does this for a bare King in the root (which then gets its centralization weight multiplied by 5).
I am experimenting on a king where it only get this big pst penalty depending on the mating potential of the opponent. Say KR-K, the black king will get this big penalty. KNQ-KQM, both sides will get this big pst penalty because both materials are capable of delivering mate when one's king is in the edge or corner. This seems to work fine in self test so far.

Another thing to experiment is by the presence of opp rooks. If opp has no rook (or even 1 rook) then use the big pst penalty as the general king pst for ending. So both sides will attempt to centralize its king and drive its opp king to the edge of the board.
Ferdy
Posts: 4833
Joined: Sun Aug 10, 2008 3:15 pm
Location: Philippines

Re: A match with the strongest makruk AI

Post by Ferdy »

Evert wrote:
Ferdy wrote:
Another approach could be to award proximity to the enemy King for all slow pieces. This probably would not hurt in any game stage.
I have this for all pieces but not much only a maximum of 6 cp bonus.
Mine is that times the distance of the piece to the enemy king. In the ending, there is an additional term that scales with the maximum distance to the enemy king. This has the effect of bringing all pieces closer, not just a few while keeping a crucial piece far away. I thought I had a quadratic term in there as well, but apparently not. I guess it didn't perform well.
One reason of not giving a higher penalty is that a king can actually trapped a bishop or a queen under some conditions. But evaluating this with consideration of overall proximity is a good one.
Ferdy
Posts: 4833
Joined: Sun Aug 10, 2008 3:15 pm
Location: Philippines

Re: A match with the strongest makruk AI

Post by Ferdy »

Ferdy wrote:I am experimenting on a king where it only get this big pst penalty depending on the mating potential of the opponent. Say KR-K, the black king will get this big penalty. KNQ-KQM, both sides will get this big pst penalty because both materials are capable of delivering mate when one's king is in the edge or corner. This seems to work fine in self test so far.
That should be KNQ-KBQ.
Ferdy
Posts: 4833
Joined: Sun Aug 10, 2008 3:15 pm
Location: Philippines

Re: A match with the strongest makruk AI

Post by Ferdy »

Second game
Bilis at TC 1hr + 5s inc/move ponder on
Alisa Master level approximately 80s/move on 2 threads, ponder on.

Bilis is a knight ahead in a rook ending but could be difficult to convert, just adjudicated it as draw.

Code: Select all

[Event "Makruk Match"]
[Site "i7-2600K"]
[Date "2017.02.19"]
[Round "2"]
[White "Bilis v2.1.4"]
[Black "Alisa 2.0 Master 2T"]
[Result "1/2-1/2"]
[TimeControl "3600+5"]
[Variant "makruk"]
[Annotator "1. +0.05"]

1. d4 {+0.05/24} c5 2. Sd2 {+0.06/25 1:35} f5 3. Ne2 {+0.18/23 56} Sd7 4.
Sd3 {+0.11/25 38} Nf6 5. e4 {+0.18/27 1:03} Se7 6. Nd2 {+0.12/25 1:13} Nc6
7. Mf2 {+0.24/24 1:27} h5 8. Kc2 {+0.36/22 1:36} Rc8 9. Kb2 {+0.28/22 35}
Kf7 10. Sg2 {+0.42/23 35} e5 11. d5 {+0.38/22 34} Na5 12. Me3
{+0.54/23 1:01} h4 13. g4 {+0.69/22 40} b5 14. c4 {+0.66/22 33} bxc4 15.
Sxc4 {+0.67/20 10} Rb8 16. Rhf1 {+0.84/20 33} Kg7 17. Kc3 {+0.80/24 32} Kh6
18. b4 {+1.04/20 32} Nb7 19. gxf5 {+1.38/23 3:06} gxf5 20. exf5
{+1.53/23 16} Rg8 21. Rg1 {+1.60/21 30} a5 22. f4 {+1.45/22 30} cxb4+ 23.
axb4 {+1.49/23 8} axb4+ 24. Kxb4 {+1.70/19 17} e4 25. Kb3 {+1.52/23 29} Mc7
26. Kc2 {+1.25/26 29} Mb6 27. Nc3 {+1.40/27 1:05} Rbc8 28. Ra4
{+1.48/24 28} Na5 29. Kb2 {+1.58/23 28} Rb8 30. Ndxe4 {+1.57/25 1:03} Mc5+
31. Ka3 {+1.62/25 27} Ra8 32. Nd2 {+1.81/23 27} Nh5 33. Sd3 {+1.83/21 27}
Sf6 34. Se4 {+1.83/22 22} Rgb8 35. Rb1 {+1.83/25 56} Rxb1 36. Ncxb1
{+1.72/26 13} Ng7 37. Nc3 {+1.65/25 22} Sxf5 38. Sgf3 {+1.77/24 22} Sc8 39.
Sg4 {+1.61/26 25} Sxg4 40. hxg4 {+1.72/23 9} h3=M 41. Sf5 {+1.77/23 25}
Nxf5 42. gxf5 {+2.04/20 11} Kg7 43. Kb2 {+2.07/23 39} Sb7 44. Nce4
{+2.08/22 35} Mg4 45. f6=M+ {+2.11/22 24} Kg6 46. Ra1 {+2.18/23 24} Sa6 47.
Rg1 {+2.37/22 24} Kf5 48. Kc2 {+2.55/21 24} Sb5 49. Kd3 {+2.57/22 21} Sc4+
50. Nxc4 {+2.55/22 22} Nxc4 51. Ng3+ {+2.58/20 23} Kxf6 52. Kxc4
{+2.56/19 23} Ra4+ 53. Kb3 {+2.58/19 19} Rb4+ 54. Kc2 {+2.58/18 23} Ra4 55.
Rh1 {+2.62/18 22} Ra2+ 56. Kb3 {+2.62/18 22} Rg2 57. Ne4+ {+2.60/20 50} Kf5
58. Nc3 {+2.64/20 22} Rg3 59. Re1 {+2.66/21 22} Rg2 60. Kc4 {+2.61/20 21}
Rb2 61. Rg1 {+2.77/21 48} Mb4 62. Na4 {+2.65/21 21} Re2 63. Rg3
{+2.66/22 17} Mc5 64. Nc3 {+2.66/22 19} Rb2 65. Nd1 {+2.82/21 20} Rb4+ 66.
Kd3 {+2.85/22 20} Rb3+ 67. Kc2 {+2.85/22 18} Rb7 68. Nf2 {+2.85/21 16} Rg7
69. Kc3 {+2.86/21 16} Rg8 70. Kd3 {+2.82/21 20} Rg7 71. Rg1 {+2.87/21 16}
Rg8 72. Rg2 {+2.98/22 17} Rg7 73. Rh2 {+2.92/20 37} Ra7 74. Rh8
{+3.02/19 19} Ra3+ 75. Kd2 {+3.05/19 15} Ra2+ 76. Kd1 {+2.95/18 19} Ra1+
77. Kc2 {+3.08/19 17} Mf3 78. Rf8+ {+3.24/19 18} Kg6 79. Rg8+ {+3.27/19 18}
Kf7 80. Rg3 {+3.26/20 18} Me2 81. Kd2 {+3.22/19 18} Ra2+ 82. Ke1
{+3.28/20 18} Ke7 83. Md2 {+3.27/20 18} Ra4 84. Nh3 {+3.33/20 17} Rd4 85.
Kxe2 {+3.33/21 15} Rxd5 86. Rg7+ {+3.40/19 20} Kf6 87. Ra7 {+3.42/19 17}
Mb6 88. Rb7 {+3.45/19 17} Mc5 89. Ng5 {+3.43/20 17} Kf5 90. Me3
{+3.74/20 17} {Adjudicated}
1/2-1/2
[d]8/1R6/3p4/2qr1kN1/5P2/4Q3/4K3/8 b 9 90
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hgm
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Re: Makruk engines and rating list

Post by hgm »

Ferdy wrote:There is a big difference between an engine that knows the counting rule and the engine that does not know it.
I don't see how knowing the counts could help other than in a very approximate way. Unless in tablebases, of course, where you know the exact DTM in all positions. E.g. if you can convert into KBQK from KBPKP, knowing that you get 44 - 4 = 40 moves to win it is no help if you don't know whether the position has DTM = 39 or 41. There is no way the engine would be able to calculate upto the checkmate, at such DTM (where in addition the conversion might occur close to the leaves). There is no heuristic that can give you the DTM accurate to a single move; if there was, tablebases would never be needed. At best you can hope for a quite inaccurate estimate of the DTM, and this would already be pretty complex. And even then knowing it is likely a won position is not worth much if the engine is not capable of DTM-perfect play. So the estimate of the likelihood that a given position can in practice be won must be extracted from empirically determined game length (against perfect play?) when the engine tries to win the game under its own power. Which likely is TC dependent.

E.g. in the first game against Alisa 98. b6=M+ is probably a blunder, because with two 'Bishops' you only get 22-7 = 15 moves to win KBBQQKR, while the latter (if it is won at all) probably takes far longer. If the engine would have recognized KBBQQKR as drawish, it would probably have refrained from promoting, and thus as long as it wants to first corner the enemy King in KBBQPKR as much as it can, and only promote when it gets the mate within the horizon.

BTW, for computer Makruk we really need an equivalent to the 50-move rule, or some games could take thousands of years. I propose to supplemet the counting rules with the rule that 64 reversible moves make a draw even when there still are Pawns.
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hgm
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Full name: H G Muller

Re: Makruk engines and rating list

Post by hgm »

Interesting to know:

About 88.6% of all KBQK positions with white to move is a (possibly cursed) win. This is quite low for a generally won end-game. The reason is that there are many positions where B or Q can be chased by the bare K to an edge, where it is then captured, if they start next to each other, and the B or Q cannot seek shelter with its own King. The average DTM is 32 moves, the max DTM is 57. The counting rule gives you only 40 moves to win, only about 7% of the won positions requires a longer win.

KBBK is another matter, though. 90.8% of the wtm positions is a (cursed) win. But the average DTM is 25.2, and the counting rule gives you only 18 moves. Only a minor fraction of the positions is a real win now.