I guess the idea behind it is that a large 'library' of static evaluations (even if only of the simplistic PST type) can mimic a dynamic evaluation very well. If the billion positions it has been trained on cover nearly every situation one encounters in games, it can have learned and remembered the 'dynamic' evaluation that belongs to that situation. Combined with learning to recognize the characteristics that must be present to warrant use of a certain evaluation, (e.g. many/few pieces present, good/poor King Safety, being ahead/behind in material, having a Pawn majority/minority...), it can then just draw the 'dynamic' evaluation parameters from the library rather than having to learn them from scratch during the search of the position.Mike Sherwin wrote: ↑Mon Oct 14, 2024 5:11 pm Thanks for the explanation. It still sounds static. Once the NN is trained with a billion positions it just creates static tables in that one huge set of generalized values are used for each specific position. That cannot be optimal. Spending some time in the beginning of a search to learn better values for the tables for the specific position on the board will destroy a static only NN.
It is a bit like End-Game Tables. You can either let an engine search the position for some time in order to find the fastest path to checkmate, or you can pre-calculate that for every position and put in in a table, so that the engine only has to probe the table.
Even though it might not be optimal, it appears to be a whole lot better than even the most extensive HCE people ever created.