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Comments by DerekNalls

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Piece Values[Subject Thread] [Add Response]
Derek Nalls wrote on Fri, May 23, 2008 09:38 PM UTC:
I have recently been sufficiently convinced via asymmetrical playtesting
(still underway) that the 2 rooks : 1 queen advantage in material values
is appr. the same in CRC as in FRC.  [I used to think it was higher in
CRC.] Consequently, I revised my model (again) and my CRC piece values:

universal calculation of piece values
http://www.symmetryperfect.com/shots/calc.pdf

CRC
material values of pieces
http://www.symmetryperfect.com/shots/values-capa.pdf

FRC
material values of pieces
http://www.symmetryperfect.com/shots/values-chess.pdf

This change was implemented by raising the value of the queen in CRC- not
by lowering the value of the rook.

revised Joker80 values
Nalls standard CRC model
P85=268=307=518=818=835=950

Derek Nalls wrote on Fri, May 23, 2008 10:22 PM UTC:
'If the result would be different from playing at a a more 'normal' TC,
like one or two hours per game, it would only mean that any conclusions 
you draw on them would be irrelevant for playing Chess at normal TC.'

Conclusions drawn from playing at normal time controls are irrelevant
compared to extremely-long time controls.  It is desirable to see what
secrets can be discovered from a rarely viewed vantage of extremely
well-played games.  Are not you interested at all to analyze move-by-move
games played better than almost any pair of human players are capable?

You do not seem to understand that I, too, am discontent with the
probability of a small number of wins or losses in a row.  This is a
compensation that reduces the chance that the games were randomly
played to the greatest extent attainable and consequently, the winner 
or loser randomly determined.
_____________________________

'... playing 2 games will be like flipping a coin.'

Correction-

Playing 1 game will be like flipping a coin ... once.
Playing 2 games will be like flipping a coin ... twice.

The chance of getting the same flip (heads or tails) twice-in-a-row is
1/4.  Not impressive but a decent beginning.  Add a couple or a few or several consecutive same flips and it departs 'luck' by a huge margin.
_______________________________________________________________

'The result, whatever it is, will not prove anything, as it would be
different if you would repeat the test. Experiments that do not give a
fixed outcome will tell you nothing, unless you conduct enough of them to
get a good impression on the probability for each outcome to occur.'

I have wondered why the performance of computer chess programs is
unpredictable and varied even under identical controls.  Despite their
extraordinary complexity, I think of computer hardware, operating systems
and applications (such as Joker80) as deterministic.

The details of the differences in outcomes do not concern me.  In fact,
to the extent that your remarks are true, they will support my case if my
playtesting is successful that the unlikelihood of achieving the same
outcome (i.e., wins or losses for one player) is extreme.

I am pleased to report that I estimate it will be possible, over time, to
generate enough experiments using Joker80 to have meaning for a
high-quality, low-quantity advocate (such as myself) and even a
moderate-quality, moderate-quantity advocate (such as Scharnagl).  As for
a low-quality, high-quantity advocate (such as you), you will always be
disappointed as you are impossible to please.

Derek Nalls wrote on Sat, May 24, 2008 01:39 PM UTC:
'Actually the chance for twice the same flip in a row is 1/2.'
______________________________________________________

Really?
You obviously need a lesson on probability.
Let us start with elementary stuff.

Mathematical Ideas
fifth edition
Miller & Heeren
1986

It is an old college textbook from a class I took in the mid-90's.
[Yes, I passed the class.]
______________________

It says interesting things such as-

'The relative frequency with which an outcome happens 
represents its probability.'

'In probability, each repetition of an experiment is a trial.
The possible results of each trial are outcomes.'
____________________________________________

An example of a probability experiment is 'tossing a coin'.
Each 'toss' (trial of the experiment) has only two equally-possible 
outcomes, 'heads' or 'tails' ... assuming the condition that the 
coin is fair (i.e., not loaded).

probability = p
heads = h
tails = t
number of tosses = x
addition = +
involution = ^

[This is a substitute upon a single line for superscript representation 
of an exponent to the upper right of a base.]

probability of heads = p(h)
probability of tails = p(t)

p(h) is a base.
p(t) is a base.

x is an exponent.

p(h) = 0.5
p(t) = 0.5
_________________

What follows are examples of the chances of getting the same result
upon EVERY consecutive toss.

1 time
x = 1

p(h) ^ x = 0.5 ^ 1 = 0.5
p(t) ^ x = 0.5 ^ 1 = 0.5

Note:  In this case only ...
p(h) + p(t) = 1.0

2 times
x = 2

p(h) ^ x = 0.5 ^ 2 = 0.25
p(t) ^ x = 0.5 ^ 2 = 0.25

3 times
x = 3

p(h) ^ x = 0.5 ^ 3 = 0.125
p(t) ^ x = 0.5 ^ 3 = 0.125

Etc ...
______________________

By a function that is the inverse of successive exponents of base 2,
the chance for consecutive tosses to yield the same result rapidly
becomes extremely small.

When this occurs, there are only two possibilities- 'random good-bad
luck' or an unfair advantage-disadvantage exists (i.e., 'the coin is loaded').  The sum of these two possibilities always equals 1.

random luck (good or bad) = l
unfair (advantage or disadvantage) = u

luck (heads) = l(h)
luck (tails) = l(t)

unfair (heads) = u(h)
unfair (tails) = u(t)

p(h) ^ x = l(h)
p(t) ^ x = l(t)

l(h) + u(h) = 1
l(t) + u(t) = 1

Therefore, as the chances of 'random good-bad luck' become extremely low in the example, the chances of an advantage-disadvantage existing for 'one side of the coin' or (if you follow the analogy) 'one side of the gameboard' or 'one player' or 'one set of piece values' become likewise extremely high.

Only if it can be proven that an advantage-disadvantage does not exist for one player, then can it be accepted that the extremely unlikely event by
'random good-bad luck' is indeed the case.

It is essential to understand that random good luck or random bad luck
cannot be consistently relied upon.  From this fact alone, firm
conclusions can be responsibly drawn with a strong probability of
correctness.
____________________________________________________________

1 time
x = 1

p(h) ^ x = 0.5
u(h) = 0.5

p(t) ^ x = 0.5
u(t) = 0.5

2 times
x = 2

p(h) ^ x = 0.25
u(h) = 0.75

p(t) ^ x = 0.25
u(t) = 0.75

3 times
x = 3

p(h) ^ x = 0.125
u(h) = 0.875

p(t) ^ x = 0.125
u(t) = 0.875

Etc ...

Derek Nalls wrote on Sat, May 24, 2008 02:16 PM UTC:
'... in Joker the source of indeterminism is much less subtle: it is
programmed explicitly.'

This renders Joker80 totally unsuitable for my playtesting purposes.  [I
am just relieved that you told me this bizarre fact now before I invested
large amounts of computer time and effort.]

It is critically important that any AI program attempt (to its greatest
capability) to pinpoint the single, very best possible move in the time allowed upon every move in the game even if this means that it would
often-sometimes repeat an identical move from an identical position.

Do not you realize that forcing Joker80 to do otherwise must reduce its
playing strength significantly from its maximum potential?

Derek Nalls wrote on Sun, May 25, 2008 02:14 PM UTC:
Well, when you said ...

'Actually the chance for twice the same flip in a row is 1/2.'

... that was vague and misleading.

I thought you meant 'heads' twice OR 'tails' twice equals a chance of
1/2 instead of the sum of 'heads' twice AND 'tails' twice equals a chance
of 1/2.

Since English is a second language to you, of course I will overlook this
minor mis-communication and even apologize for implicitly accusing you 
of incompetence.  However, you should expect that you will draw critical 
reactions from others when you have previously, falsely, explicitly
accused them of incompetence in a subject matter.

Derek Nalls wrote on Sun, May 25, 2008 10:03 PM UTC:
The reason you have never been able find any correlation between winning
probabilities for one army and time controls [contrary to the experiences
of people using other AI programs] in asymmetrical playtests using Joker80
is that you have destructively randomized the algorithm within your program
to such an extent that it fails to measurably improve the quality of its
moves as a function of time or plies completed.  A program with serious
problems of this nature may do well in speed chess but at truly long time
controls against quality programs that improve as they should with time or
plies per move, it cannot consistently win.

I have two useful, important pieces of news for you:

1.  All of the statistical data you have generated using Joker80 (appr.
20,000+ games) is corrupt.  It must all be thrown out and started over
from scratch after you repair Joker80.

2.  All of your material values for CRC pieces are unreliable since they
are based upon and derived from #1 (corrupt statistical data).

I hope you can handle constructive advice.

Derek Nalls wrote on Mon, May 26, 2008 02:54 PM UTC:
I am slightly relieved and surprised that Joker80 measurably improves the
quality of its moves as a function of time or plies completed over a range
of speed chess tournaments.  Nonetheless, completing games of CRC (where a
long, close, well-played game can require more than 80 moves per player)
in 0:24 minutes - 36 minutes does NOT qualify as long or even, moderate
time controls.  In the case of your longest 36-minute games, with an example total of 160 moves, that allows just 13.5 seconds per move per player.  In fact, that is an extremely short time by any serious standards.  

I consider 10 minutes per move a moderate time that produces results of
marginal, unreliable quality and 60-90 minutes per move a long time that
produces results of acceptable, reliable quality.  Ask Reinhard Scharnagl or ET about the longest time per move they have used testing openings with their programs playing 'Unmentionable Chess'- 24 hours per move!

It is noteworthy that you are now resorting to playing dirty by using the
'exclusivist argument' that essentially 'since I am not a computer
chess programmer, I cannot possibly know what I am talking about when I
dare criticize an important working of your Joker80 program'.  What you
fail to take into account is that I am a playtester with more experience
than you at truly long time controls.  If you will not listen to what I am
trying to tell you, then why will you not listen to Scharnagl?  After all,
he is also a computer chess programmer with a lot of knowledge in
important subject matters (such as mathematics).

You really should not be laughing.  This is a serious problem.  Your
sarcastic reaction does nothing to reassure my trust or confidence that
you will competently investigate it, confirm it and fix it.

Now, please do not misconstrue my remarks?  My intent is not to overstate
the problem.  I realize Joker80 in its present form is not a totally
random 'woodpusher'.  It would not be able to win any short time control
tournaments if that were the case.  In fact, I believe you when you state
that you have not experienced any problems with it but ... I think this is
strictly because you have not done any truly long time control playtesting with it.

You must decide upon and define the best primary function for your Joker80
program:

1.  To pinpoint the single, very best move available from any position. 
[Ideally, repeats could produce an identical move.]

OR

2.  To produce a different move from any position upon most repeats. 
[At best, by randomly choosing amongst a short list of the best available
moves.]

These two objectives are mutually exclusive.  It is impossible and
self-contradictory for a program to somehow accomplish both.  Virtually
every AI game developer in the world except you chooses #1 as preferable
to #2 by a long shot in terms of the move quality produced on average.  

If you do not even commit your AI program to TRYING to find the single
best move available because you think variety is just a whole lot more
interesting and fun, then it will be soft competition at truly long time
controls facing other quality AI programs that are frequently-sometimes
pinpointing the single, best move available and playing it against you.

Derek Nalls wrote on Mon, May 26, 2008 07:04 PM UTC:
'Joker80's strength increases with time as expected, 
in the range from 0.4 sec to 36 sec per move, 
in a regular and theoretically expected way.'

'The effect you mention is observed NOT to occur
and thus cannot explain anything that was observed to occur.'

Admittedly, I have no proof ... yet.  Of course, this is due to Joker80
never have been playtested at truly long time controls (to my point of
view).
_______________________________________________________________

'Now if you want to conjecture that this will all miraculously become
very different at longer TC, you are welcome to test it and show us convincing results. I am not going to waste my computer time on such a wild and expensive goose chase.'

I respect your bravery to issue the challenge.  Although I would surely
find the results of a randomized Joker80 vs. non-randomized Joker80
tournament at 60 minutes per move (on average) interesting, I am not
willing either to invest a few (3-4) months of my computer time that I
estimate it would require to playtest 16 games under acceptable, reliable
conditions.

My refusal is due to it not being extremely important or worthwhile to me
just to keep the chess variant community from losing one potentially great
talent to numerology (or some such).  Besides, I have nothing to gain and
nothing new to learn by conducting this long, difficult experiment.  
Only you stand to benefit tangibly from its results.

I just cannot understand how any rational, intelligent man could believe
that introducing chaos (i.e., randomness) is beneficial (instead of
detrimental) to achieving a goal defined in terms of filtering-out
disorder to pinpoint order.  

When you reduce the power of your algorithm in any way to filter-out
inferior moves, you thereby reduce the average quality of the moves chosen
and consequently, you reduce the playing strength of your program- 
esp. at long time controls.  In other words, you are counteracting a
portion of everything desirable that you achieve thru advanced pruning
techniques used elsewhere within your program.

Since you argue that randomization is no problem at all and I argue
that randomization is a moderate-major problem, everything we say to 
one another is becoming purely argumentative.  Only tests (that neither 
one of us intend to perform) can prove who is correct and settle the
issue.
___________________________________________________________________

'As I explained, it is very easy to switch this feature off. 
But you should be prepared for significant loss of strength if you do
that.'

To the contrary, you should be prepared for a significant gain of strength
if you do that.  Notably, you do not dare.

In any event, the addition of the completely-unnecessary module of code 
used to create the randomization effect within Joker80 that you desire 
irrefutably makes your program larger, more complicated and slower.  
Can that be a good thing?

Derek Nalls wrote on Mon, May 26, 2008 10:42 PM UTC:
'It would be very educational then to get yourself acquainted with the
current state of the art of Go programming ...'

Go is a connection game that is not related to Chess or its variants.
The only thing Go has in common with Chess is that it is played upon a 
board using pieces.  You did not directly address my comment.

Derek Nalls wrote on Mon, May 26, 2008 11:36 PM UTC:
Rest assured, I intend to drop this futile topic of conversation soon and
leave you alone.

The following is my impression of how the limited randomization of 
move selection that you have described as being at work within Joker80
must be harmful to the quality of moves made (on average) at long 
time controls.  Since you have experience and knowledge as the
developer of Joker80, I will defer to you the prerogative to correct 
errors in my inferred, general understanding of its workings.
_______________________________________________________

short time control
1x

At an example time control of 10 seconds per move (average),
Joker80 cuts thru 8 plies before it runs out of time and must
produce a move.  At the moment the time expires, it has selected 12 
high-scoring moves as candidates out of a much larger number of 
legal moves available.  Generally, all of them score closely together
with a few of them even tied for the same score.  So, when Joker80 
randomly chooses one move out of this select list, it has probably not 
chosen a move (on average) that is beneath the quality of the best 
move it could have found (within those severe time constraints)
by anything except a minor amount.  In other words, the damage to 
playing strength via randomization of move selection is minimized 
under minimal time controls.
___________________________

long time control
360x

At an example time control of 60 minutes per move (average),
Joker80 cuts thru 14 plies (due to its sophisticated advance pruning
techniques) before it runs out of time and must produce a move.  
At the moment the time expires, it has selected only 4 high-scoring 
moves as candidates out of a much larger number of legal moves 
available.  Generally, all of them score far apart with a probable 
best move scored significantly higher than the probable second best 
move.  So, when Joker80 randomly chooses one move out of this 
select list, the chances are 3/4 that it has ignored its probable best
move.  Furthermore, it may not have chosen the probable second best move,
either.  It just as likely could have chosen the probable third or fourth
best move, instead.  Ultimately, it has probably chosen a move 
(on average) that is beneath the quality of the best move it may have 
successfully found by a moderate-major amount.  In other words, 
the damage to playing strength via randomization of move selection is 
maximized under maximal time controls.
_______________________________________

The moral of the story is that randomization of move selection reduces 
the growth in playing strength that normally occurs with time and plies 
completed.

Derek Nalls wrote on Tue, May 27, 2008 04:11 PM UTC:
I have read that most computer chess programmers use the brute force method
initially when the plies can be cut thru quickly and then switch to use
advanced pruning techniques to focus the search from then on.  This lead
to my mis-interpretation that Joker80 would have more moves under
consideration as the best at short time controls than long time controls. 

Some moves that score highly-positive after only a few-several plies will
score lowly-positive, neutral or negative after more plies.  Thus, I do
not see how the number of moves under consideration as the best could
prevent being reduced slightly with plies completed.  As a practical
concern, there is rarely any benefit in accepting the CPU load associated
with, for example, checking a low-score positive move returned after
13-ply completion thru 14-ply completion (for example) when other
high-score positive moves exist in sufficient number.

Derek Nalls wrote on Mon, Jun 2, 2008 01:43 PM UTC:
Upon reflection, I have no conceivable reason to be distrustful of using
Joker80 IF I shut-off its limited randomization of move selection which
Winboard F activates by default.  

Could you please give me example lines within the 'winboard.ini' file
that would successfully do so?  I need to make sure every character is
correct.

Derek Nalls wrote on Tue, Jun 17, 2008 03:44 PM UTC:
Muller:

Thank you for the helpful response.  Frankly, I considered my own question
so obvious as to be borderline-stupid but I just wanted to be certain.

The following entries within the 'winboard.ini' file should enable me to
playtest (limited) randomized and non-randomized versions of Joker80
against one another.  Does it look alright?  If/When I run out of more
pressing playtesting missions, I may undertake this one after all.

/firstChessProgramNames={'Joker80 22' /firstInitString='new\n'
'Joker80 22'
}
/secondChessProgramNames={'Joker80 22' /secondInitString='new\n'
'Joker80 22'
}

Unfortunately, I no longer plan to playtest sets of CRC piece values by
Muller, Scharnagl and Nalls against one another.  I think having the pawn
set to 85 and the queen set to 950 (as required by Joker80) for all three sets of material values would have the unintentional side effect of equalizing their scales (which are normally different).  This means that the Muller set would, in fact, be tested against something other than a true, accurate representation of the Scharnagl and Nalls sets.

I am currently in the midst of conducting several 'minimized asymmetrical
playtests' using SMIRF at moderate time controls.  I want to tentatively
determine who is correct in disagreements between our models involving 2:1
or 1:2 exchanges (with supreme pieces).  I have to avoid its checkmate bug,
though.  This requires me to take back one move whenever the program
declares checkmate and 'call the game' if a sizeable material and/or
positional advantage indisputably exists for one player.  Fortunately,
this is almost always the case.  I will give a report in a few-several
weeks.

Derek Nalls wrote on Tue, Jun 17, 2008 05:57 PM UTC:
'Of course you could also use Joker80 or TJchess10x8, which do not suffer
from such problems.'
____________________

While you were on vacation, I started a series of 'minimized
asymmetrical playtests' using SMIRF.  So, I will complete them using SMIRF.

Joker80, running under Winboard F, has never acted buggy in computer
vs. computer games.  However, TJChess cannot handle my favorite CRC
opening setup, Embassy Chess, without issuing false 'illegal move'
warnings and stopping the game.

Derek Nalls wrote on Wed, Jun 18, 2008 12:14 AM UTC:
Hecker:

It was fairly easy for me to replicate the bug I experienced.  In fact, I
have never successfully played a computer vs. computer game to completion
using TJChess10x8 in my life.  So, you should be able to replicate the bug
I experienced using the information I have provided.  I hope you can fix it
as well.

Bug Report
TJChess10x8
http://www.symmetryperfect.com/report

Derek Nalls wrote on Wed, Jun 18, 2008 11:06 AM UTC:
Using the mirror of Embassy Chess as a *.fen, TJChess10x8 runs fine now
under Winboard F.  Thanks!

Derek Nalls wrote on Tue, Jul 1, 2008 04:00 PM UTC:
Inconclusive Report

One type of 1:2 or 2:1 exchanges I have been playtesting using SMIRF
(versions MS-174b-O and MS-174c-O) involves a player missing 1 archbishop
OR 1 chancellor versus a player missing 1 rook and 1 bishop.  Generally,
the results were favoring the Muller model in which any 1 supreme piece in
CRC (archbishop, chancellor, queen) has a material value significantly
higher than any other 2 pieces (except 2 rooks).

Embassy Chess

(player without 1 archbishop) vs. (player without 1 rook + 1 bishop)
10 minutes per move
(player without 1 rook + 1 bishop) wins 2 games (playing white & black)
75% (3/4) probability of correctness

(player without 1 chancellor) vs. (player without 1 rook + 1 bishop)
15 minutes per move
(player without 1 rook + 1 bishop) wins 2 games (playing white & black)
75% (3/4) probability of correctness

Unfortunately, since I used standard versions of SMIRF loaded with
Scharnagl CRC material values, the results became tainted due to a game
between the (player without 1 chancellor) and the (player without 1 rook +
1 bishop) at 10 minutes per move.  The player with the potentially
game-winning 3:2 advantage in supreme pieces unnecessarily permitted the
exchange of its 1 archbishop for 2 minor power pieces (i.e., 1 bishop + 1
knight).  Eventually, a 3-fold repetition draw occurred.

Scharnagl:

Please raise the material value of your archbishop within your CRC model?
My experience has convinced me that it is obviously 1-2 pawns too low. 
Otherwise, I will be forced to abandon the use of SMIRF in favor of a
program (such as Joker80) with more reliable CRC piece values when I
return to this unresolved playtesting issue.

Derek Nalls wrote on Tue, Jul 1, 2008 10:20 PM UTC:
Muller & Scharnagl:

Please note that I have revised my model again in consideration to recent
playtesting results.  This affects material values of 'supreme pieces'
in both FRC and CRC.

CRC
material values of pieces
http://www.symmetryperfect.com/shots/values-capa.pdf

pawn 10.00
knight 30.77
bishop 37.56
rook 59.43
archbishop 98.22 
chancellor 101.48
queen 115.18

FRC
material values of pieces
http://www.symmetryperfect.com/shots/values-chess.pdf

pawn 10.00
knight 30.00
bishop 32.42
rook 50.88
queen 98.92

For details, please see:

universal calculation of piece values
revision- July 1, 2008
http://www.symmetryperfect.com/shots/calc.pdf
65 pages

Consequently ...

My current CRC model is more similar to the Muller model than any other.
My current FRC model is more similar to the Kaufmann model than any
other.

Unfortunately, a 65-page explanation, even if it is 'elaborate sense',
is not conducive to the 'short, convincing argument' you seek.

Derek Nalls wrote on Thu, Jul 3, 2008 05:25 AM UTC:
Conclusive Report
(but without any evidence)

I began this round of playtesting using SMIRF MS-174b-O which contained
a bad checkmate bug.  Since I regard it as inconsistent to me to:

1.  present saved games unaltered whenever the checkmate bug did not 
present itself.

YET

2.  present saved games altered whenever the checkmate bug did present
itself.

... I chose to present no saved games at all for the sake of consistency.

In fact, I did not save any games at all generated via SMIRF playtests.

This puts me in the strange position of playtesting mainly for my own
interest since I do not have the right to demand that anyone else take my
word for the playtesting results I am reporting.

[The latest version of SMIRF recently given to me by Reinhard Scharnagl, 
MS-174c-O, has never shown me a checkmate bug.  Hopefully, it never
will.]
_____________________________________________________________________

Since I have been convinced thru playtesting recommended by Muller that 
the archbishop has a material value nearly as great as the chancellor in
CRC, the desirability of confirming the order of material values for the
'supreme pieces' (i.e., queen, chancellor, archbishop) used in all
reputable CRC models occurred to me.  Accordingly, 3 asymmetrical
playtests were devised.  These are 1:1 exchanges involving a player
missing 1 given supreme piece versus a player missing 1 different supreme
piece.  Generally, the results were normal as expected.

Embassy Chess

(player without 1 archbishop) vs. (player without 1 chancellor)
10 minutes per move
(player without 1 archbishop) wins 2 games (playing white & black)
75% (3/4) probability of correctness

(player without 1 chancellor) vs. (player without 1 queen)
10 minutes per move
(player without 1 chancellor) wins 2 games (playing white & black)
75% (3/4) probability of correctness

(player without 1 archbishop) vs. (player without 1 queen)
10 minutes per move
(player without 1 archbishop) wins 2 games (playing white & black)
75% (3/4) probability of correctness

order of material values of CRC pieces
(from highest to lowest)

1.  queen
2.  chancellor
3.  archbishop

By transitive logic, the third playtest could have been considered
totally unnecessary.  Nonetheless, I conducted it as a double-check to the
consistency of the results from the first and second playtests.  
Although a 75% (3/4) probability per test could be improved upon greatly 
with a couple-few more games, I am already satisfied that the results are
correct and that something unexpected is not the reality.  So, I will not
be playtesting this issue further.  There are more interesting and
pressing mysteries to me awaiting tests.

[Subject Thread] [Add Response]
Derek Nalls wrote on Tue, Jul 8, 2008 04:29 PM UTC:
This is a new feature request:

I have 2 versions of SMIRF (version 0 [standard] and version 2) I would
like to playtest against one another using SMIRF-o-glot and Winboard F. 
Currently, it is impossible.  

1.  SMIRF-o-glot only executes the standard name of the SMIRF program.

2.  SMIRF-o-glot requires the SMIRF program to be with it in the same
directory to work.

3.  Winboard F requires SMIRF-o-glot to be with it in the same directory
to work.

4.  Two seperate installations of Winboard F (having two different
versions of SMIRF) cannot communicate to work in coordination.

Manually playtesting 2 versions of SMIRF against one another (without
using Winboard F and SMIRF-o-glot) would probably take 2-3 times as long.
So, any solution that is not too labor-intensive for you, the programmer,
would be greatly appreciated.

Derek Nalls wrote on Tue, Jul 8, 2008 07:48 PM UTC:
'I think that you could even put a single version
of Smirfoglot in the WinBoard directory, as long as you tell it with the
/fd argument where to look for the engine DLL 
if the Smirf directory is a subdirectory of the WinBoard directory.'

Yes, the shortened argument works fine.
Consider it tested.
Thank you for the tech support.

[Subject Thread] [Add Response]
Derek Nalls wrote on Tue, Jul 8, 2008 09:11 PM UTC:
Hecker:

I am keenly interested to know what material values this strong program
uses for CRC pieces.

[Subject Thread] [Add Response]
Derek Nalls wrote on Wed, Jul 9, 2008 01:24 AM UTC:
World Chessboxing Organization
http://site.wcbo.org/content/index_en.html

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Derek Nalls wrote on Fri, Jul 11, 2008 02:28 AM UTC:
This must be changed to 'Unmentionable Chess Live'!

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Derek Nalls wrote on Fri, Jul 11, 2008 06:58 PM UTC:
I appreciate the 3 versions of SMIRF loaded with different CRC material
values that you sent me for testing purposes.  I realize compiling them
was not a productive use of your time toward developing Octopus or
creating future versions of SMIRF.  So, I sincerely hate to complain.

Internal Playtesting- Scharnagl
http://www.symmetryperfect.com/pass

Push the 'download now' button.

I played one game of Embassy Chess (mirror) at 40 minutes per move.  The
white player was version 0 (standard) and the black player was version 2
(highest archbishop value).  The black player won.  However, the victory
was not attributable to the white player valuing its archbishop too low in
an exchange.  Instead, it was attributable to the white player valuing its
queen too low in an exchange.

White traded its 1 queen for 1 knight + 1 rook belonging to black.  This
gave black a 3:2 advantage in supreme pieces which, over the course of the
game, was reduced to a 1:0 advantage in supreme pieces which gave black the
ability to out-position white in the endgame, gain material and win.
The game was not even close or long ... ending in 53 moves.  I have seen
this happen many times before.  Of course, with version 0 and version 2
having identical material values for the queen, rook and knight, it could
have just an likely 'thrown the game away' to the other player.  That is
the reason I cannot continue playtesting with what you provided to me.

Under the Nalls model (for example), there are 3 supreme piece(s)
enhancements:  the non color-bound enhancement, the non color-changed
enhancement and the compound enhancement.  In CRC, they total a 43.75%
bonus for the archbishop above the material value of its components (the
bishop and the knight), a 12.50% bonus for the chancellor above the
material value of its components (the rook and the knight) and a 18.75%
bonus for the queen above the material value of its components (the rook
and the bishop).  The entire purpose of the supreme piece(s) enhancements
is to provide a measurably appropriate deterrent to trading any supreme
pieces too lightly to your opponent thereby ending-up with a potentially
game-losing disadvantage in the ratio of supreme pieces.  The Muller model
is similar in this respect.

If I had to choose only ONE foundation, experimental or theoretical, for
my model, then I would choose experimental without apprehension.  Of
course, I am allowed to use both.  So, I do because I remain hopeful that
eventually, thru relentless effort, my theory will attain a worthwhile
condition (that has previously eluded it) whereby the theoretical and
experimental foundations will become mutually reinforcing.

I would characterize my position as regarding both the experimental and
theoretical foundations as important (although I definitely consider the
experimental foundation primary).

I would characterize Muller's position as being that the experimental
foundation is everything that matters and the theoretical foundation is
just an unneeded crude, inaccurate approximation to experimental numbers
decorated with arbitrary words and concepts.  Maybe so?

I would characterize Scharnagl's position as being that the theoretical
foundation is supremely important as it must dictate and predict the
optimum experimental numbers.  [I agree that a great theory should be
expected to do so.]  Furthermore, the theory must be elegantly simple and
intuitively accessible.  [I consider this expectation unrealistic and
impossible.  Generally, the optimum material values for chess variants are
too complex in their estimation-calculation to be reducible to simple
formulae without sacrificing accuracy to an unacceptable extent.]

Scharnagl:

Please reconsider revising your CRC model even if doing so unavoidably
renders your theory somewhat more complicated in its concepts and
formulae?  The playing strength of SMIRF (standard version) can probably
be improved significantly by taking such steps.

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