Subject: Re: Enough is Enough Thu Sep 19, 2024 6:56 am
Perhaps adding some options to exclude pawn up positions, since lots of pawn up endgames are draws and we "ASSUME" engines to play perfect so pawn up might not be winning, and rook for knight can be a draw, so up 2 pts material I'm sure is both common for engines.
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pohl4711
Posts : 132 Join date : 2022-03-01 Location : Berlin
Subject: Re: Enough is Enough Thu Sep 19, 2024 9:20 am
texium wrote:
Perhaps adding some options to exclude pawn up positions, since lots of pawn up endgames are draws and we "ASSUME" engines to play perfect so pawn up might not be winning, and rook for knight can be a draw, so up 2 pts material I'm sure is both common for engines.
I did this already. With 2 pawns, the numbers of bad draws halfed for most of engines, the ranking considering EAS-points did (nearly) not change.
Everybody can change the EAS-tool as much as he likes.
Switching to 2 pawns advantage = bad draw is very easy: Open the EAS batch-file with any text-editor and find these lines in the code:
REM *** Find all draws, were engine had material advantage (=bad draw) pgn-extract --quiet -Tw%engine% -y1_pawnsac_black enginedraws.pgn -abad_draws2.pgn >NUL pgn-extract --quiet -Tb%engine% -y1_pawnsac_white enginedraws.pgn -abad_draws2.pgn >NUL
Now, change these lines to: REM *** Find all draws, were engine had material advantage (=bad draw) pgn-extract --quiet -Tw%engine% -y2_pawnsac_black enginedraws.pgn -abad_draws2.pgn >NUL pgn-extract --quiet -Tb%engine% -y2_pawnsac_white enginedraws.pgn -abad_draws2.pgn >NUL
(only the -y1_pawnsac_black changed to -y2_pawnsac_black and -y1_pawnsac_white changed to -y2_pawnsac_white, rest stays unchanged - very easy)
This is done in just 1 minute!
Thats the good thing about programming in batch-language: Its just an interpreter-language and no compiler or development-environments-installments or anything else is needed. Anybody can change anything without knowing anything about compiling etc... Just use an editor and do it! All you need are programming skills on school-level (Python, Basic, Pascal or so). And learning the batch language a bit. Here a nice site for doing so: https://www.tutorialspoint.com/batch_script/index.htm
Posts : 2571 Join date : 2020-11-17 Location : Netherlands
Subject: Re: Enough is Enough Fri Sep 20, 2024 8:51 am
pohl4711 wrote:
Another interesting point here is Stockfish final HCE, which is the only non-neural net engine in my UHO-full ratinglist: Stockfish final HCE has an enourmous high bad draw value (26.11%), which is 3x higher than Stockfish 16.1 and around 5x higher than the (much weaker!) Patricia engine. Why is that? That is exactly the point, where it gets interesting (and what even Ed sadly does not understand): A non-neural net engine has much less positional understanding. The neural-net engines understand, that just one pawn more in many endgames is not enough for a win. So, they try to avoid these endgames (a possible way is, to avoid captures (= avoid going towards endgame) until a second pawn was won). Stockfish final HCE doesnt have this understanding, so it believes in winning, when having one pawn more, no matter if it is an endgame or not). So, it has much higher number of bad draws, even though, Stockfish final HCE is a tactical monster and +114 Celo stronger than Revenge 1 and +261 Celo stronger than Patricia...
Oh.....Stefan, how dare you , you are going to eat those words
Consider my version of the bad-draw-list.
Code:
Bad draw List [game decided margin = 300]
PGN database : pgn\uho_ratinglist_games.pgn Count Bad Draws : 58.100
It does not need to look at the material imbalance, it ONLY uses the scores in the PGN.
When an engine X has a positive score of >=3 pawns for 5 consecutive moves and the opponent engine Y in the 5 consecutive moves is behind in score with 3 pawns and engine X only draws then that is a bad draw. Currently I only count them (no penalties yet) and as you can see it has not much to with aggressiveness but purely strength, Stockfish and Komodo have zero bad draws.
Besides the BAD column I need a second one called WORSE or so, surely there must be a few cases engine X has that winning score >= 3 pawns for 5 consecutive moves and even manages to lose the game.
So indeed, we trust the NNUE score a lot more than the HCE score and BTW the margin of 3 pawns of course is flexible and user defined.
pohl4711
Posts : 132 Join date : 2022-03-01 Location : Berlin
Subject: Re: Enough is Enough Fri Sep 20, 2024 10:23 am
Admin wrote:
pohl4711 wrote:
Another interesting point here is Stockfish final HCE, which is the only non-neural net engine in my UHO-full ratinglist: Stockfish final HCE has an enourmous high bad draw value (26.11%), which is 3x higher than Stockfish 16.1 and around 5x higher than the (much weaker!) Patricia engine. Why is that? That is exactly the point, where it gets interesting (and what even Ed sadly does not understand): A non-neural net engine has much less positional understanding. The neural-net engines understand, that just one pawn more in many endgames is not enough for a win. So, they try to avoid these endgames (a possible way is, to avoid captures (= avoid going towards endgame) until a second pawn was won). Stockfish final HCE doesnt have this understanding, so it believes in winning, when having one pawn more, no matter if it is an endgame or not). So, it has much higher number of bad draws, even though, Stockfish final HCE is a tactical monster and +114 Celo stronger than Revenge 1 and +261 Celo stronger than Patricia...
Oh.....Stefan, how dare you , you are going to eat those words
Consider my version of the bad-draw-list.
Code:
Bad draw List [game decided margin = 300]
PGN database : pgn\uho_ratinglist_games.pgn Count Bad Draws : 58.100
It does not need to look at the material imbalance, it ONLY uses the scores in the PGN.
When an engine X has a positive score of >=3 pawns for 5 consecutive moves and the opponent engine Y in the 5 consecutive moves is behind in score with 3 pawns and engine X only draws then that is a bad draw. Currently I only count them (no penalties yet) and as you can see it has not much to with aggressiveness but purely strength, Stockfish and Komodo have zero bad draws.
Besides the BAD column I need a second one called WORSE or so, surely there must be a few cases engine X has that winning score >= 3 pawns for 5 consecutive moves and even manages to lose the game.
So indeed, we trust the NNUE score a lot more than the HCE score and BTW the margin of 3 pawns of course is flexible and user defined.
To be honest, I really dont like the idea, to use any engine evals in the EAS-tool. Not only, because evals can be very different - depending on the engine, but also not all games have evals in the comments and doing any evaluations in the EAS-tool would be way too slow. And nobody can be sure about how any GUIs in the future will write the evals in the pgn-comments (text-format, Point of View (White or color of the engine), or change of evals to WDL-scores as new standard - how knows?). So, this approach of using engine-evals can heavily fail in the future. My EAS-tool will not, as it considers only the played moves and the game result. And this will work, as long as the pgn-format itself stays unchanged... And, addtionally, the EAS-tool as it is can be used for human games, too (even though, the sac-search can lead to some false finds, when humans blunder or lose on time). So, for me, engine evals are taboo for my EAS-tool. Of course, you can do, whatever you want in your tool. But I strongly recommend not to use engine evals. Not using any evals is one of the best features of all of my tools, IMHO.
Last edited by pohl4711 on Fri Sep 20, 2024 10:29 am; edited 1 time in total
texium
Posts : 119 Join date : 2022-07-19
Subject: Re: Enough is Enough Fri Sep 20, 2024 10:28 am
pohl4711 wrote:
Admin wrote:
pohl4711 wrote:
Another interesting point here is Stockfish final HCE, which is the only non-neural net engine in my UHO-full ratinglist: Stockfish final HCE has an enourmous high bad draw value (26.11%), which is 3x higher than Stockfish 16.1 and around 5x higher than the (much weaker!) Patricia engine. Why is that? That is exactly the point, where it gets interesting (and what even Ed sadly does not understand): A non-neural net engine has much less positional understanding. The neural-net engines understand, that just one pawn more in many endgames is not enough for a win. So, they try to avoid these endgames (a possible way is, to avoid captures (= avoid going towards endgame) until a second pawn was won). Stockfish final HCE doesnt have this understanding, so it believes in winning, when having one pawn more, no matter if it is an endgame or not). So, it has much higher number of bad draws, even though, Stockfish final HCE is a tactical monster and +114 Celo stronger than Revenge 1 and +261 Celo stronger than Patricia...
Oh.....Stefan, how dare you , you are going to eat those words
Consider my version of the bad-draw-list.
Code:
Bad draw List [game decided margin = 300]
PGN database : pgn\uho_ratinglist_games.pgn Count Bad Draws : 58.100
It does not need to look at the material imbalance, it ONLY uses the scores in the PGN.
When an engine X has a positive score of >=3 pawns for 5 consecutive moves and the opponent engine Y in the 5 consecutive moves is behind in score with 3 pawns and engine X only draws then that is a bad draw. Currently I only count them (no penalties yet) and as you can see it has not much to with aggressiveness but purely strength, Stockfish and Komodo have zero bad draws.
Besides the BAD column I need a second one called WORSE or so, surely there must be a few cases engine X has that winning score >= 3 pawns for 5 consecutive moves and even manages to lose the game.
So indeed, we trust the NNUE score a lot more than the HCE score and BTW the margin of 3 pawns of course is flexible and user defined.
To be honest, I really dont like the idea, to use any engine evals in the EAS-tool. Not only, because evals can be very different - depending on the engine, but also not all games have evals in the comments and doing any evaluations in the EAS-tool would be way too slow. And nobody can be sure about how any GUIs in the future will write the evals in the pgn-comments (text-format, Point of View (White or color of the engine), or change of evals to WDL-scores as new standard - how knows?). So, this approach of using engine-evals can heavily fail in the future. My EAS-tool will not, as it considers only the played moves and the game result. And this will work, until the pgn-format itself stays unchanged... And, addtionally, the EAS-tool as it is can be used for human games, too (even though, the sac-search can lead to some false finds, when humans blunder or lose on time). So, for me, engine evals are taboo for my EAS-tool. Of course, you can do, whatever you want in your tool. But I strongly recommend not to use engine evals. Not using any evals is one of the best features of all of my tools, IMHO.
Speaking of...has someone run this on the mega base or an elite player base to find the most aggressive players?
Admin Admin
Posts : 2571 Join date : 2020-11-17 Location : Netherlands
Subject: Re: Enough is Enough Fri Sep 20, 2024 10:29 am
I also worked on the shorties, same 3 pawn principle, when an engine X on move 30 has a positive score of >=3 pawns for 5 consecutive moves and the opponent engine Y in the 5 consecutive moves is behind in score with 3 pawns and engine X wins then move 30 is used to calculate an EAS score. Rule is that the winning position must occur before move 40 else it can not count as a shortie.
EAS points are based on move number, in our example case move 30.
Last, I have looked into the sacrifices part, I think I can't do that better.
pohl4711
Posts : 132 Join date : 2022-03-01 Location : Berlin
Subject: Re: Enough is Enough Fri Sep 20, 2024 10:32 am
texium wrote:
Speaking of...has someone run this on the mega base or an elite player base to find the most aggressive players?
IMHO this would defintily fail, because of a lot too much players (EAS-Tool is limited to 950 different players in one database). But what can be done is:
Filtering all games of one player. Put these games in one new pgn-file and then use the Gauntlet-version of my EAS-Tool to get the EAS-score of this player. (The Gauntlet version of the EAS-Tool only evaluates the player with the most games in the pgn-gamebase)
Repeat this for different players, you are interested in, and then compare these EAS-scorings.
pohl4711
Posts : 132 Join date : 2022-03-01 Location : Berlin
Subject: Re: Enough is Enough Fri Sep 20, 2024 10:37 am
Admin wrote:
Last, I have looked into the sacrifices part, I think I can't do that better.
I doubt that. As I mentioned before, a C++ solution could be much better, than mine:
"You just have to count material in pawn-units after each ply and look, if the winning color has less pawn-units on the board for 8 consecutive plies. This would work even better than my solution, because in pgn-extract, there are some different piece-patterns with the same amount of pawn-units less (or more) for one color, and switching between them, resets the counter of consecutive plies, which can lead to overlooking some sacs... no way to avoid this for me, because of pgn-extract. But a pure "pawn-unit-counting"-solution in C++ would avoid these problem."
Admin Admin
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Subject: Re: Enough is Enough Fri Sep 20, 2024 11:01 am
texium wrote:
Speaking of...has someone run this on the mega base or an elite player base to find the most aggressive players?
A complete mega base might take days, an elite base is recommended.
Player EAS Steinitz, William 114.355 Lasker, Emanuel 100.654 Carlsen, Magnus 82.632 Alekhine, Alexander 82.401 Fischer, Robert James 70.500 Capablanca, Jose Raul 58.828 Euwe, Max 53.967 Rubinstein, Akiba 52.981 Tal, Mihail 51.900 Kasparov, Gary 45.600 Bronstein, David 44.533 Botvinnik, Mikhail 44.222 Anand,V 43.820 Spassky, Boris V 40.075 Nimzowitsch, Aaron 39.243 Karpov, Anatoly 27.636 Smyslov, Vassily 26.959 Petrosian, Tigran V 26.739
Code:
Morphy, Paul 195.323 Not enough games, EAS-score not reliable [50+ wins and 30+ draws needed]
Sadly.
Lemme know which other players (from the link!) should be added to the list.
pohl4711
Posts : 132 Join date : 2022-03-01 Location : Berlin
Subject: Re: Enough is Enough Sat Sep 21, 2024 8:11 am
Admin wrote:
texium wrote:
Speaking of...has someone run this on the mega base or an elite player base to find the most aggressive players?
A complete mega base might take days, an elite base is recommended.
Posts : 2571 Join date : 2020-11-17 Location : Netherlands
Subject: Re: Enough is Enough Sat Sep 21, 2024 8:26 am
pohl4711 wrote:
Admin wrote:
Last, I have looked into the sacrifices part, I think I can't do that better.
I doubt that. As I mentioned before, a C++ solution could be much better, than mine:
"You just have to count material in pawn-units after each ply and look, if the winning color has less pawn-units on the board for 8 consecutive plies. This would work even better than my solution, because in pgn-extract, there are some different piece-patterns with the same amount of pawn-units less (or more) for one color, and switching between them, resets the counter of consecutive plies, which can lead to overlooking some sacs... no way to avoid this for me, because of pgn-extract. But a pure "pawn-unit-counting"-solution in C++ would avoid these problem."
I know, but... say you have discovered one less pawn-unit and start to check it for 8 consecutive moves (not plies) and while in the process of doing so you discover 4 less pawn-units, how do you go from there?
Admin Admin
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Subject: Re: Enough is Enough Sat Sep 21, 2024 8:30 am
pohl4711 wrote:
Admin wrote:
texium wrote:
Speaking of...has someone run this on the mega base or an elite player base to find the most aggressive players?
A complete mega base might take days, an elite base is recommended.
How odd, we have different results, I am still using version 5.21
pohl4711
Posts : 132 Join date : 2022-03-01 Location : Berlin
Subject: Re: Enough is Enough Sat Sep 21, 2024 8:32 am
Admin wrote:
pohl4711 wrote:
Admin wrote:
Last, I have looked into the sacrifices part, I think I can't do that better.
I doubt that. As I mentioned before, a C++ solution could be much better, than mine:
"You just have to count material in pawn-units after each ply and look, if the winning color has less pawn-units on the board for 8 consecutive plies. This would work even better than my solution, because in pgn-extract, there are some different piece-patterns with the same amount of pawn-units less (or more) for one color, and switching between them, resets the counter of consecutive plies, which can lead to overlooking some sacs... no way to avoid this for me, because of pgn-extract. But a pure "pawn-unit-counting"-solution in C++ would avoid these problem."
I know, but... say you have discovered one less pawn-unit and start to check it for 8 consecutive moves (not plies) and while in the process of doing so you discover 4 less pawn-units, how do you go from there?
I am not sure, that I understand you. Do you mean these lines in the 1_pawnsac files? 12 q1r1-l4-p* q=r=l=p1>= 12 q1r2l4p5- q=r=l=p1>= 12 q1r2l3p6- q=r=l=p1>= 12 q1r2l2-p* q=r=l=p1>=
The idea is, to try to avoid giving EAS-points for gambits in the opening, if the pawn can be recaptured soon. These lines mean: When the board is still nearly full, then a pawn-sac is detected after 12 plies, not 8.
pohl4711
Posts : 132 Join date : 2022-03-01 Location : Berlin
Subject: Re: Enough is Enough Sat Sep 21, 2024 8:33 am
Admin wrote:
pohl4711 wrote:
Admin wrote:
texium wrote:
Speaking of...has someone run this on the mega base or an elite player base to find the most aggressive players?
A complete mega base might take days, an elite base is recommended.
How odd, we have different results, I am still using version 5.21
I used the Gambit-EAS Tool and fixed the short-wins bonus-point-limit to 40 moves. In the folder for engine developers, the EAS-Tools have the option to hardcode this limit: REM ************************************************************************************** REM *** special hardcoded shortwin_movelimit here, change to other values, if you want *** REM *** set it to 0, to deactivate the hardcode-override set /A hardlimit=40 REM **************************************************************************************
Admin Admin
Posts : 2571 Join date : 2020-11-17 Location : Netherlands
Subject: Re: Enough is Enough Sat Sep 21, 2024 10:42 am
A comparison between your bad draws code and mine, the results are very similar. What they also have in common is that's it's not about aggressiveness but about playing strength, weaker engines out-searched as best guess.
Other that that it's ~10 times faster in C++ and I wrote the code in 15 minutes.
Admin Admin
Posts : 2571 Join date : 2020-11-17 Location : Netherlands
Subject: Re: Enough is Enough Sat Sep 21, 2024 10:47 am
pohl4711 wrote:
Admin wrote:
pohl4711 wrote:
Admin wrote:
texium wrote:
Speaking of...has someone run this on the mega base or an elite player base to find the most aggressive players?
A complete mega base might take days, an elite base is recommended.
How odd, we have different results, I am still using version 5.21
I used the Gambit-EAS Tool and fixed the short-wins bonus-point-limit to 40 moves. In the folder for engine developers, the EAS-Tools have the option to hardcode this limit: REM ************************************************************************************** REM *** special hardcoded shortwin_movelimit here, change to other values, if you want *** REM *** set it to 0, to deactivate the hardcode-override set /A hardlimit=40 REM **************************************************************************************
Okay, downloaded and will use the latest version.
Admin Admin
Posts : 2571 Join date : 2020-11-17 Location : Netherlands
Subject: Re: Enough is Enough Sat Sep 21, 2024 11:01 am
pohl4711 wrote:
Admin wrote:
pohl4711 wrote:
Admin wrote:
Last, I have looked into the sacrifices part, I think I can't do that better.
I doubt that. As I mentioned before, a C++ solution could be much better, than mine:
"You just have to count material in pawn-units after each ply and look, if the winning color has less pawn-units on the board for 8 consecutive plies. This would work even better than my solution, because in pgn-extract, there are some different piece-patterns with the same amount of pawn-units less (or more) for one color, and switching between them, resets the counter of consecutive plies, which can lead to overlooking some sacs... no way to avoid this for me, because of pgn-extract. But a pure "pawn-unit-counting"-solution in C++ would avoid these problem."
I know, but... say you have discovered one less pawn-unit and start to check it for 8 consecutive moves (not plies) and while in the process of doing so you discover 4 less pawn-units, how do you go from there?
I am not sure, that I understand you. Do you mean these lines in the 1_pawnsac files? 12 q1r1-l4-p* q=r=l=p1>= 12 q1r2l4p5- q=r=l=p1>= 12 q1r2l3p6- q=r=l=p1>= 12 q1r2l2-p* q=r=l=p1>=
The idea is, to try to avoid giving EAS-points for gambits in the opening, if the pawn can be recaptured soon. These lines mean: When the board is still nearly full, then a pawn-sac is detected after 12 plies, not 8.
Yes, we should avoid short tactical sacrifices, they are not real.
I mean these kind of situations, consider an example -
A comparison between your shorties code and mine, while the results are similar there are a couple of exceptions.
1. In your list Torch tops, in mine REBEL EAS is above Torch. 2. My list is more kinder towards Koivisto , probably because my list counts 2.5 x more shorties. 3. Uralochka (26.9%) and Revenge (25.2%) very high listed despite their bad performance in this elo pool, great, that's what EAS is about also.
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pohl4711
Posts : 132 Join date : 2022-03-01 Location : Berlin
Subject: Re: Enough is Enough Sat Sep 21, 2024 12:31 pm
Admin wrote:
Yes, we should avoid short tactical sacrifices, they are not real.
I mean these kind of situations, consider an example -
How does pgn-extract handle this? 1. Does it still check 14.e5 for 12 plies? 2. Does it also checks 16.Bxh7+ for 12 plies?
You should not try to copy my piece-patterns exactly. Additionally I am not 100% sure, if other 08-ply-filtering piece patterns do not "override" these 4 lines with 12 plies in some cases.
You should instead realize just the idea behind my (bad) solution. For you, this is much easier, because you are just counting the pawn-units, both sides have on the board. IMHO, you should do it like this:
If the winning color of the game has exactly one pawn less than the loosing color, you must count, how many pawn-units overall are still on the board. (Maximum is (no Kings!) (queens) 9*2, (rooks) 5*4, (Bishop/Knights) 3*8, (pawns) 1*16 = 78 pawnunits). If 10 (or 9 or so) pawn-units or less have already disappeared, you should count up to 12 plies (because the board is still very full = early phase of the game = opening), in all other cases only up to 8 plies. Thats it!
All other (and higher) sacs, also counting up to 8 plies. Of course.
That realizes my idea: 1 pawn-sac in the opening: 12 consecutive plies. And 8 consecutive plies for all other sacs in all other game-phases.
Admin Admin
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Subject: Re: Enough is Enough Sun Sep 22, 2024 10:53 am
Your sac system is not stupid.
The definition of a sacrifice is not simple and the info in the PGN is not sufficient for a 100% solution, it would have been helpful if each move should contain the full mainline, but that's impossible with cutechess.
I will give it a try reading the PGN into memory and make it one big mainline and see if I can extract something useful from it.
And this is not going to be a 15 minutes job.
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Admin Admin
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Subject: Re: Enough is Enough Fri Sep 27, 2024 8:45 am
@Sfefan, I have been working on the sac part of the EAS util and so far get total different results than you.
Sencond: The results seem not so different, when I look at Stockfish (always around 21% sacs, same as here). Sacs of Ethereal fit also well (14%). KomodoDragon is around 15-16%. Torch 1 has 15.6% in my full EAS-ratinglist and 16% here. A real comparison would need you to calculate my actual UHO-Top15 gamebase, not a complete outdated gamebase, IMHO.
As I mentioned before: My sac-search depends on a lot of different piece-distribution-patterns (152 for one pawn sacs !!!) in pgn-extract. When one of this patterns matches, but in the 8 ply range there is another capture, this sac can be a) missed completely (because the ply-counter is resetted to 0 after a capture) b) sac is (wrongly) recognized being a lower or higher sac, than it is in reality (= too less or too much EAS-points)
Not good, but this error will hit all engines at the same range, when enough games are played...
For my tool, this is not avoidable. But for your tool it is, when just counting pawn-units for each color, instead looking for many different piece-distribution-patterns.
And I would say, you should not try to get the same EAS-scores than my EAS-tool. This will never really happen (see above). Better build you own tool. Without pgn-extract and in a real programming-language, a copy & paste of my work will definitly fail. Just copy & paste my ideas and make a better coding of these ideas. This will definitly lead to different EAS-scores. But I am confident, the ranking of engines in the EAS-lists of your tool and my tool should not be very different. Fingers crossed...
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Subject: Re: Enough is Enough Sat Sep 28, 2024 10:24 am
Thanks Stefan for all the information, I made up my mind, it's my opinion your sac code is more than good, there are some exceptions but they are rare and thus because of the volume won't make a difference and we never get it 100% right, me neither, I had a case of a queen sacrifice with a mate announcement of 12 moves (or so), is this really a queen sac? Opinions may differ. Let's say 95% of your cases are right. Good enough. The same applies for the shorties, I think I have something better, see below, but it ain't much. Something else are the bad draws, I think we will never agree
Some data, the shorties first, my code left, your code on the right side.
Difference are not much except for Uralochka and Rebel that profit more.
BTW, speaking of Rebel, that's why I (for the moment) keep using the older version because they contain Cstal and Rebel EAS because I happen to know something about these two, what they can and what they can't. And secondly, Cstal is about 30 elo stronger than Rebel EAS, also an important fact for my judgements.
1. I only counted 163 bad draws, you thousands and thousands, even Stockfish 16 has almost 10%. 2. I my case S16 has zero bad draws, because once it has a won position, it simply wins and never draws. 3. And that's what I measure, the moment an engine has a won position.
Where does this leave us is a good question, I don't know.
PS, I will create a similar overview with your current database.
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pohl4711
Posts : 132 Join date : 2022-03-01 Location : Berlin
Subject: Re: Enough is Enough Sat Sep 28, 2024 10:43 am
I think, we just mean something different, when using the term bad draw. But this is totally fine (but perhaps little bit confusing for others...). Would be boring, if you just reprogram my way of doing an EAS Tool. 2 different tools, measuring aggressiveness, are better than just one, built in 2 different programming languages... So, I cant wait to see your first release of your EAS Tool. I have no doubt, your Tool will be much better than mine... My consolation will be, that I was the guy, who had the idea of an EAS Tool and made the first one, which already works quite good and fast. Which is the same for UHO Openings: Stockfish devs made their own, much bigger UHO set, but they made it, following my ideas and concept of UHO/gamepairs.
Please make a LINUX build, when you are done. In Stockfish Discord Vondele already asked for a Linux-version of my EAS Tool, which is of course impossible to do. But your tool could take over here and let the Stockfish devs perhaps tune Stockfish to more aggressive play or add an additional, smaller nnue-net, which is playing aggressive. It could be switched on/off with an UCI-option by the users. That would be just awesome, IMHO.