algerbrex wrote: ↑Thu Nov 25, 2021 4:57 pm
I completely agree. I've had several strong players besides the NM tell me that they pretty easily got a superior position in the opening, but ended up losing because Blunder was able to find counter-play in the form of clever tactics.
Tell me about it. I'm not a master-level player at 2000 Elo, but I'm sure I could beat engines up to 2400 CCRL or thereabout if I would just STOP trying to out-tactic the computer.
I can crush Rustic 4 (~2160 CCRL) if I just close the position and don't give the engine any way of gaining a tactical advantage. I just keep advancing square by square, keeping the position as closed as possible, gaining space behind my pawns. When I have enough space, I can transfer my pieces to where the enemy king is... but because:
1 - The lack of positional knowledge, the engine doesn't see what I'm doing. From its point of view, I'm just shuffling pieces behind my pawns.
2 - Even if if it COULD understand, it wouldn't be able to react because it has no room to move.
As soon as my pieces are in position, it's just... tick, tock, open file, *BOOM*.
I can go 60 moves against Rustic 4 where it says "about equal", and then have the game be over at move 65.
The only problem is... I'm not Karpov. I hate this style of playing. I like tactical positions. However, in the middle game, Rustic 4 is already able to go like 9-10 moves deep, and I can't keep up. I can maybe reach 7-8 on a good day in a tactical position, and then stuff starts to become unclear to me. So I often try, but I can't out-tactic engines that gan go more than ~8 moves deep in the middle game.
The same happens with the NM's or IM's. They can probably do tactics up to move 9-10, maybe 11-12 for the stronger IM's, but as Blunder can already go to depth 14-15, it's game over for the IM if he gets into a position where the outcome is decided by tactics. You just can't keep up with a computer when it comes to calculation, so you have to use knowledge... but at some point, the evaluation will have enough knowledge to rival than of an IM + all the better tactical capability, and then you'll have a grandmaster-level engine.
(Have you ever seen Nakamura do tactics on Youtube during analysis? My god.... he about starts to calculate AT move 12 or thereabouts. Still, Stockfish which easily goes down to move 24+ in the middle game, even in bullet, will take Nakamura down in short order...)
Thanks, I see your point, especially with king safety. And honestly, that's the biggest issue I saw with the game. Yes, Blunder got itself into a bad position, but the mistake which lost on the spot was creating a pawn hook and allowing its king to become exposed and hunted down eventually.
What you may have also seen is me mentioning pawn this, pawn that, open lines, etc... lots of things depend on the pawns. Also, pawns don't often move, so things like open lines now are probably the same as open lines in the next move.
My first step after implementing mobility (somewhere in Rustic 36, at the speed which I'm going...

) will be a pawn hash table. I'm not going to recalculate all that pawn stuff over and over again. Fortunately I already have a generic TT which can store any kind of data
If you get going with pawn stuff, do the pawn TT first, because recalculating stuff in the evaluation is massively expensive. If something is calculated in the evaluation and you can keep it incrementally, then do so. I added a "detect bishop pair" function to improve draw detection (1), which I can also use in the evaluation to see if the bishop pair bonus applies. I'm thinking about just keeping that as a variable so I don't have to determine if the bishop pair is on the board, over and over again... I just change this when a bishop gets captured or someone promotes to a bishop.
(1) (You can checkmate with the bishop pair against a lone king, but not with 5 bishops on the same colored square. The bishop pair is having at least two bishops, each on different colored squares, or you have a redundant piece with regard to checkmating.)