Why Chess Might Be Almost "Solved" IMO

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towforce
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Re: Why Chess Might Be Almost "Solved" IMO

Post by towforce »

Dann Corbit wrote:Even the best chess engines make mistakes all the time. I guess that if two strong chess engines play a game of 100 moves, there are at least 30 mistakes in it.
So 0.15 would be a reasonable approximation of the probability of making a mistake (as defined in the thread's first post) using current technology.

Thanks Dann - this is very interesting!
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Re: Why Chess Might Be Almost "Solved" IMO

Post by Dann Corbit »

towforce wrote:
Dann Corbit wrote:Even the best chess engines make mistakes all the time. I guess that if two strong chess engines play a game of 100 moves, there are at least 30 mistakes in it.
So 0.15 would be a reasonable approximation of the probability of making a mistake (as defined in the thread's first post) using current technology.

Thanks Dann - this is very interesting!
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Marek Soszynski
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Re: Why Chess Might Be Almost "Solved" IMO

Post by Marek Soszynski »

it may be that near-perfect play can be achieved with a relatively short ply depth
What is ply depth? [...]
If you're unhappy with "ply depth", then feel free to think in terms of either full-width ply depth, or, if you wish to focus on "modern engines", substitute "positions evaluated per second" for "ply depth".


That's not my point. Different engines work differently (and report their workings differently). Nodes per second or depth of search is not a reliable indication of strength. Frankly, there isn't one besides the actual playing of hundreds of games. If you know of an alternative, tell the guys at SSDF, CCRL and the rest.
I also believe, though, that with the higher standard of play that will result from bigger searches, positions where particular pieces of knowledge are important are just simply less likely to be encountered.
No. My example of endgame knowledge about wrong bishops when rook pawns are involved could usefully be applied during middlegame decisions about which pieces to exchange. Positions are "encountered" in internal analysis as well as on the board.
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Uri Blass
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Re: Why Chess Might Be Almost "Solved" IMO

Post by Uri Blass »

<snipped>
Dann Corbit wrote: Even the best chess engines make mistakes all the time. I guess that if two strong chess engines play a game of 100 moves, there are at least 30 mistakes in it.
They make mistakes but I do not believe that they make mistakes so often.

I also think that it is not clear what is the definition of mistake.
It is clear that move that changes the theoretical result of the game is a mistake but in other cases it is not clear.

Here is an example

Do you consider 1.a4 as a mistake?
It does not change the theoretical result of the game but against a weak player it simply lose the only practical chance to win.

New game - Rybka 2.3.2a 32-bit
[D]rk6/8/8/8/8/8/P7/K6R w - - 0 1

Analysis by Rybka 2.3.2a 32-bit :

1.a2-a4
= (0.00) Depth: 5 00:00:00
1.a2-a4
= (0.00) Depth: 6 00:00:00, tb=137
1.a2-a4
= (0.00) Depth: 7 00:00:00, tb=154
1.a2-a4
= (0.00) Depth: 8 00:00:00, tb=171
1.a2-a4
= (0.00) Depth: 9 00:00:00, tb=188
1.a2-a4
= (0.00) Depth: 10 00:00:00, tb=205
1.a2-a4
= (0.00) Depth: 11 00:00:00, tb=223
1.a2-a4
= (0.00) Depth: 12 00:00:00, tb=240
1.a2-a4
= (0.00) Depth: 13 00:00:00, tb=257
1.a2-a4
= (0.00) Depth: 14 00:00:00, tb=274
1.a2-a4
= (0.00) Depth: 15 00:00:00, tb=291
1.a2-a4
= (0.00) Depth: 16 00:00:00, tb=308
1.a2-a4
= (0.00) Depth: 17 00:00:00, tb=325
1.a2-a4
= (0.00) Depth: 18 00:00:00, tb=342
1.a2-a4
= (0.00) Depth: 19 00:00:00, tb=359
1.a2-a4
= (0.00) Depth: 20 00:00:00, tb=376
1.a2-a4
= (0.00) Depth: 21 00:00:00, tb=393
1.a2-a4
= (0.00) Depth: 22 00:00:00, tb=410
1.a2-a4
= (0.00) Depth: 23 00:00:00, tb=427
1.a2-a4
= (0.00) Depth: 24 00:00:00, tb=444
1.a2-a4
= (0.00) Depth: 25 00:00:00, tb=462
1.a2-a4
= (0.00) Depth: 26 00:00:00, tb=479
1.a2-a4
= (0.00) Depth: 27 00:00:00, tb=496
1.a2-a4
= (0.00) Depth: 28 00:00:00, tb=513
1.a2-a4
= (0.00) Depth: 29 00:00:00, tb=530
1.a2-a4
= (0.00) Depth: 30 00:00:00, tb=547
1.a2-a4
= (0.00) Depth: 31 00:00:00, tb=564
1.a2-a4
= (0.00) Depth: 32 00:00:00, tb=581
1.a2-a4
= (0.00) Depth: 33 00:00:00, tb=598
1.a2-a4
= (0.00) Depth: 34 00:00:00, tb=615
1.a2-a4
= (0.00) Depth: 35 00:00:00, tb=632
1.a2-a4
= (0.00) Depth: 36 00:00:00, tb=649
1.a2-a4
= (0.00) Depth: 37 00:00:00, tb=666
1.a2-a4
= (0.00) Depth: 38 00:00:00, tb=683
1.a2-a4
= (0.00) Depth: 39 00:00:00, tb=701
1.a2-a4
= (0.00) Depth: 40 00:00:00, tb=718
1.a2-a4
= (0.00) Depth: 41 00:00:00, tb=735
1.a2-a4
= (0.00) Depth: 42 00:00:00, tb=752
1.a2-a4
= (0.00) Depth: 43 00:00:00, tb=769
1.a2-a4
= (0.00) Depth: 44 00:00:00, tb=786
1.a2-a4
= (0.00) Depth: 45 00:00:00, tb=803
1.a2-a4
= (0.00) Depth: 46 00:00:00, tb=820
1.a2-a4
= (0.00) Depth: 47 00:00:00, tb=837
1.a2-a4
= (0.00) Depth: 48 00:00:00, tb=854
1.a2-a4
= (0.00) Depth: 49 00:00:00, tb=871
1.a2-a4
= (0.00) Depth: 50 00:00:00, tb=888
1.a2-a4
= (0.00) Depth: 51 00:00:00, tb=905
1.a2-a4
= (0.00) Depth: 52 00:00:00, tb=922
1.a2-a4
= (0.00) Depth: 53 00:00:00, tb=940
1.a2-a4
= (0.00) Depth: 54 00:00:00, tb=957
1.a2-a4
= (0.00) Depth: 55 00:00:00, tb=974
1.a2-a4
= (0.00) Depth: 56 00:00:00, tb=991
1.a2-a4
= (0.00) Depth: 57 00:00:00, tb=1008
1.a2-a4
= (0.00) Depth: 58 00:00:00, tb=1025
1.a2-a4
= (0.00) Depth: 59 00:00:00, tb=1042

(, 03.01.2008)

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Dann Corbit
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Re: Why Chess Might Be Almost "Solved" IMO

Post by Dann Corbit »

I think that when the board is cluttered, the best moves are often missed.
So that if you had a 64 CPU version of Rybka, it will find moves that single CPU Rybka missed and beat it handily. So the choices Rybka makes are not perfect or even nearly perfect. I also think that chess programs can improve by hundreds of Elo still.

I think that perfect play might be as difficult to achieve as proving the game. Note that I think that these are two completely different problems.
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smirobth
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Re: Why Chess Might Be Almost "Solved" IMO

Post by smirobth »

Dann Corbit wrote:Even the best chess engines make mistakes all the time. I guess that if two strong chess engines play a game of 100 moves, there are at least 30 mistakes in it.
I am very skeptical of this claim. Of course in part it will depend on what you mean by "mistakes". If by mistake you mean a move that (with perfect play) changes a won position to drawn or lost, or a drawn position to lost, then the estimate of 30 mistakes in 100 moves is clearly way too high. On the other hand other definitions of mistake will be unavoidably subjective.
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towforce
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Re: Why Chess Might Be Almost "Solved" IMO

Post by towforce »

Marek Soszynski wrote:
I also believe, though, that with the higher standard of play that will result from bigger searches, positions where particular pieces of knowledge are important are just simply less likely to be encountered.
No. My example of endgame knowledge about wrong bishops when rook pawns are involved could usefully be applied during middlegame decisions about which pieces to exchange. Positions are "encountered" in internal analysis as well as on the board.
If an item of knowledge can make a difference between making a mistake (as defined in the thread's opening post) or not in the endgame, and it is important to understand it in the middlegame, then it could be said to be useful in the early middlegame - or possibly even the opening.

For many items of knowledge, it may well be that they increase in importance (relative to other pieces of knowledge) the closer you get to a "key" move (one where possesion of a piece of knowledge could make the difference between making a mistake or not).

In any case, I have already acknowledged that greater knowledge will reduce the search depth required to play near-perfect chess - in the thread's opening post, I wrote, "it may be that near-perfect play can be achieved with a relatively short ply depth (the exact depth required will, of course, depend on the quality of the eval - but I would be surprised if the difference between poor eval and good eval was more than the equivalent of an extra 5-10 ply of full-width search)".
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Re: Why Chess Might Be Almost "Solved" IMO

Post by Terry McCracken »

towforce wrote:
Marek Soszynski wrote:
I also believe, though, that with the higher standard of play that will result from bigger searches, positions where particular pieces of knowledge are important are just simply less likely to be encountered.
No. My example of endgame knowledge about wrong bishops when rook pawns are involved could usefully be applied during middlegame decisions about which pieces to exchange. Positions are "encountered" in internal analysis as well as on the board.
If an item of knowledge can make a difference between making a mistake (as defined in the thread's opening post) or not in the endgame, and it is important to understand it in the middlegame, then it could be said to be useful in the early middlegame - or possibly even the opening.

For many items of knowledge, it may well be that they increase in importance (relative to other pieces of knowledge) the closer you get to a "key" move (one where possesion of a piece of knowledge could make the difference between making a mistake or not).

In any case, I have already acknowledged that greater knowledge will reduce the search depth required to play near-perfect chess - in the thread's opening post, I wrote, "it may be that near-perfect play can be achieved with a relatively short ply depth (the exact depth required will, of course, depend on the quality of the eval - but I would be surprised if the difference between poor eval and good eval was more than the equivalent of an extra 5-10 ply of full-width search)".
Please take this subject here if you want any meaningful answers.

http://www.talkchess.com/forum/viewforu ... 1d5a866ffd
swami
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Re: Why Chess Might Be Almost "Solved" IMO

Post by swami »

smirobth wrote:
Dann Corbit wrote:Even the best chess engines make mistakes all the time. I guess that if two strong chess engines play a game of 100 moves, there are at least 30 mistakes in it.
I am very skeptical of this claim. Of course in part it will depend on what you mean by "mistakes". If by mistake you mean a move that (with perfect play) changes a won position to drawn or lost, or a drawn position to lost, then the estimate of 30 mistakes in 100 moves is clearly way too high. On the other hand other definitions of mistake will be unavoidably subjective.
maybe it even means engine making a move that gives somewhat +2 score advantage in its eval but missing the better move in that certain position that would have given it the considerable advantage..

or an engine making a normal move that shows +0.3 something in its eval but that move has less reasons to consider making than some other move that gives it the same eval(0.3) but has more good reasons behind it...

Thats IMO the definition of 'mistake'.

Perfect move that makes you think...or the one that makes you impossible to refute is ofcourse hard to come up with for strongest engine on fastest machine or databases of games all put together...

suppose if there ever comes an engine on the fastest computer in the future that wins max number of games without any losses against any single individual or other chess playing programs...then it could be defeated by the group of people working together to make every single move or it could lose as white or as black when we let it play itself.
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Re: Why Chess Might Be Almost "Solved" IMO

Post by Uri Blass »

Dann Corbit wrote:I think that when the board is cluttered, the best moves are often missed.
So that if you had a 64 CPU version of Rybka, it will find moves that single CPU Rybka missed and beat it handily. So the choices Rybka makes are not perfect or even nearly perfect. I also think that chess programs can improve by hundreds of Elo still.

I think that perfect play might be as difficult to achieve as proving the game. Note that I think that these are two completely different problems.
Chess is a game when one mistake may be enough to lose so you do not need many mistakes of the opponent to be significantly stronger than the opponent by hundreds of elo.

I do not believe that engines make mistakes that change the theoretical result of the game in 30% of their moves.
If you talk about games that are not draw than in part of the games
the loser did only one mistake and it was enough to lose.
If you talk about drawn games
I even suspect that part of the engine-engine games are perfect games in the meaning that no move changes the theoretical result of the game.

It does not mean that the games include no practical mistakes that make the life of the opponent easier to draw but even if we talk about practical mistake(term that is not defined) then 30% seems to me an estimate that is too high.

Uri