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by tmalsburg2 4212 days ago
I really like this work but the performance of the network against Sunfish is not particularly informative. What I'd like to know is whether this evaluation function captures any non-trivial properties of the board. If it only captures simple heuristics such as "more pieces are better," that's not very interesting. I think it would be worth trying to find out what is actually captured in the network. If the evaluation function is really smart, i.e. capturing non-trivial properties of the position, it could guide a much more focused and thus more efficient search. This is basically what humans do. That, however, would require a modified version of the network that has a continuous output value telling how promising a position is compared to the alternatives. If the evaluation function doesn't play well, that may be really interesting, too, if the mistakes are psychologically plausible. It seems at least possible that this is the case because the network was trained on data sets containing human errors. In general, I think the value of this approach lies in the potential for investigating and replicating human performance rather than developing a stronger chess engine. The problem of playing strong is pretty much solved. What's more interesting now is to develop chess engines that play bad but in psychologically plausible ways.
1 comments

Well, the problem of playing strong is pretty well solved if you have lots of computing resources. The problem of playing very strongly on a battery-powered mobile device (for example) is not yet solved. This is where an insanely-accurate evaluation function would come in handy.
Ok, agreed. However, I'd guess that engines like Stockfish and Shredder beat most of the chess playing population even when running on an iPhone. Advanced players may not be impressed as they are familiar with methods specifically developed to beat engines but that's not relevant for the majority of players. These people want engines that play at their level without making ridiculous artificial mistakes. Playing against current engines is completely pointless for beginning and intermediate players. Much progress could be made there.