towforce wrote: ↑Wed May 01, 2024 12:32 am
Uri Blass wrote: ↑Tue Apr 30, 2024 8:48 pmI see no reason to believe that NN encoded many simple patterns and it seems to me that they encoded in the beginning mainly complex patterns.
The simpler patterns are in the endgame and not in the middlegame so
the fact that LC0 was playing beautiful chess in the middle game, but was relatively weaker in the endgame only support my theory that she was type of genius that understood complex things in the middle game that even top GM did not understand but did not understand simple things about the endgame that even weak humans player understand.
Of course now when NN became better they learned also a lot of simple stuff that human also understand and are superior relative to humans in all patterns.
1. The patterns in the endgame are deep, but the positions are simple enough for humans to not get confused by interacting patterns
2. Given the way NNs are trained, how are they going to find and encode deep patterns, other than "only occasionally" and "by accident"?
3. If (1) and (2) haven't convinced you, then here's the killer evidence: everyone had assumed that Go engines are now so good that, going forward, no human would ever challenge them. We were all wrong: it turns out that they cannot see things that are simple and obvious to humans - they didn't understand the concept of a group of stones - and it doesn't get any more basic than that in Go! Suddenly, it became clear why it's such a struggle to get computers to drive cars well - something that many stupid humans have no problem doing. They have terrible blind spots because they're encoding a large number of simple patterns, but missing most of the deeper ones. Armed with the knowledge of Go engine blind spots, an amateur player was able to consistently beat a Go program that had been thought to be out of reach of any human:
https://www.vice.com/en/article/v7v5xb/ ... mple-trick
I use NNs on a daily basis (I use LLMs multiple times every day). They are phenomenal, they are very useful, and they are a lot better than anything else we have today!
But they're stochastic parrots, and achieve their effects (and, in my life, their value) by encoding large numbers of surface patterns in the knowledge area: they're missing a lot of important deeper patterns, which could add a lot of value if they could be found, encoded, and included.
I find that the NN simply miss simple tactical patterns also in the middle game.
White is probably a super GM level engine but it did not help it to avoid 14.Qd2
The tactics with 14...Rh1+ is something that I expect most humans players with fide rating 2000 to notice immediately because the mate is based on a known pattern.
White is already losing at that point but at least it could play 14.Re1 that does not get a forced mate when black has a decisive material advantage after 14...Rh1+ 15.Kxh1 Nf2+
With clear hash berserk13 needs less nodes to see Rh1+ but it still need many thousands of nodes.
[pgn][Event "Computer event"]
[Site "Somewhere on Earth"]
[Date "2024.05.01"]
[Time "05:02:33"]
[Round "12"]
[Board "21"]
[White "Berserk 13 65536 nodes"]
[Black "Stockfish 16.1"]
[Result "0-1"]
[Termination "mate"]
[ECO "C45"]
[Opening "Scotch"]
[TimeControl "nodes: 65536;60+1"]
[PlyCount "34"]
1.e4 {+0.5/13 39 44664 220/749/31} e5 {-0.3/33 8415 23258381} 2.Nf3 {+0.5/13 41 60329 206/764/30} Nc6 {-0.3/27 763 2503541}
3.d4 {+0.4/13 39 35169 183/787/30} exd4 {-0.1/21 1080 2871738} 4.Nxd4 {+0.4/13 44 35950 182/791/27} Nf6 {-0.1/22 931 2557183}
5.Nxc6 {+0.7/13 43 53028 269/717/14; C45: Scotch, Schmidt variation} bxc6 {-0.1/22 1178 3210276} 6.Bd3 {+0.2/12 42 53076 96/863/41} d5 {+0.0/23 1001 2842382}
7.e5 {+0.2/12 42 25414 99/867/34} Ng4 {+0.4/23 999 2787568} 8.O-O {+0.5/14 41 43197 197/790/13} Bc5 {+0.4/23 1875 5331561}
9.Bf4 {+0.0/11 38 61869 45/898/57} g5 {+0.4/25 2016 5786227} 10.Bg3 {-0.1/12 39 23717 40/906/54} h5 {+1.1/22 1268 3295191}
11.b4 {-0.6/12 39 27316 7/770/223} h4 {+2.5/21 1024 2678885} 12.bxc5 {-0.7/14 41 29632 5/741/254} hxg3 {+2.9/21 1297 3423031}
13.hxg3 {-0.7/15 40 54647 4/746/250} Ke7 {+3.9/22 1097 3934982} 14.Qd2 {+0.5/10 39 15915 170/824/6} Rh1+ {M+4/245 282 5450494}
15.Kxh1 {M-3/69 24 65402 0/0/1000} Qh8+ {M+3/245 35 62957} 16.Bh7 {M-2/200 37 22083 0/0/1000} Qxh7+ {M+2/245 22 31493}
17.Kg1 {M-1/200 33 601 0/0/1000} Qh2# {M+1/245 77 35310} 0-1
[/pgn]