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This is a very interesting and difficult question. Experiment show that nets scale not in a linear way. Adding more nodes to the tree can make a big difference. And this is the reason why a wrote that more experiments are needed with more nodes per move and also at TC. 1 node and 1000 nodes are few nodes.In fact, endgame play is one of the major concern of the dev team. But the main ideas are to have a play that looks less horrible because most people think that since the play is horrible it is inefficient (and we can see that in this thread). That will be even better if we can have a better efficiency. Previous attempt to have an endgame play that looks better have failed (before T40 if I remember) and caused a loss of efficiency.
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This is a very interesting and difficult question. Experiment show that nets scale not in a linear way. Adding more nodes to the tree can make a big difference. And this is the reason why a wrote that more experiments are needed with more nodes per move and also at TC. 1 node and 1000 nodes are few nodes.In fact, endgame play is one of the major concern of the dev team. But the main ideas are to have a play that looks less horrible because most people think that since the play is horrible it is inefficient (and we can see that in this thread). That will be even better if we can have a better efficiency. Previous attempt to have an endgame play that looks better have failed (before T40 if I remember) and caused a loss of efficiency.
thanks for these. I would concede that sf outperforms most nets on puzzles, but in practical terms, well, see the Little Ender vs SF example above.
Every chess player above 1700 Elo knows that the type of thinking for the endgame is rather different than that of the opening and middlegame. I suggest having a second neural net just for endgames. It would be quite easy to decide when to switch from the primary network to the endgame network.On Wed, Apr 22, 2020 at 2:06 AM M MUSTERMANN <1ches...@gmail.com> wrote:Christopher Burton:I like the idea of combining reinforcement learning with a king of temporal based learning. I haven't yet implement anything yet, but, my thoughts go like this.Score a position with a 1 node search and then score that position searching normally to compare the results. If the results are very different, there is a learning opportunity for the network. The positions most likely to return a very different score would tend to be more tactical, sacrifices, checks, capturing sequences, etc.This would combine reinforcement learning and a form of supervised learning. The supervisor in this case is the result from the deep search. This approach I believe would improve the accuracy of the network in general without search, and search further reduces network errors. Another possibility is that it wouldn't really improve strength, it could simply improve the rate of learning. Either way, it is near the top of my own testing list.-Chris
On Sunday, April 19, 2020 at 2:09:16 PM UTC-4, Dietrich Kappe wrote:When you say “improve,” do you mean in terms of results or aesthetics? The results are quite good. The aesthetics are not, of course.
To solve the latter, you have some options:
1) use an ab Engine late in the game to drive a rapid conclusion. This is what Scorpio does when it gets down to 9 men.
2) use some small bonus eval to encourage pleasing moves, like material advantage and pawn pushes. I did a patch for the old lczero ending that resulted in semi-pleasing play.
3) the new mlh (moves left head) that is used to steer towards quicker results. This can have other benefits. T71 is using this, I think.
Again, endgame results are quite good already, the games are just ugly.LC0 needs to be improved to play much better endgames.1. To give pieces for nothing is a very bad style. Even if the position is a draw it doesn't make sense to give all chances to win away. It loses elo.2. LC0 doesn't really know how to win some won endgames.3. LC0 doesn't really know ho to draw some endgames.4. Also Stockfish is much better in endgames.=Tablebases must be used in training.Or automatically check all trained games with 7 pieces tablebases online and change the results automatically according to the tablebases.
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Jack, could you please check the log files of Goratschin? I guess most of the moves, if not all, come from SF11 by overruling lc0 - am I right?