[HN Gopher] Positions chess engines don't understand
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       Positions chess engines don't understand
        
       Author : diplodocusaur
       Score  : 51 points
       Date   : 2021-05-17 21:48 UTC (1 hours ago)
        
 (HTM) web link (www.chess.com)
 (TXT) w3m dump (www.chess.com)
        
       | dwohnitmok wrote:
       | Does anybody know if advanced chess/centaur chess (chess play
       | where a human uses a computer for assistance) is still a
       | thing/whether a human+computer combo is a meaningful improvement
       | these days (i.e. last couple of years) over just a computer.
       | 
       | I can't find any recent advanced chess tournaments and though I
       | see quotes of people saying that the combo is stronger than a
       | computer alone, I haven't found any recent examples of a top tier
       | engine by itself losing to a human + engine (e.g. Stockfish +
       | human vs Stockfish).
        
         | edouard-harris wrote:
         | Fully automated engines are now probably even with centaur
         | teams.
         | 
         | See, for example, this great write-up:
         | https://www.gwern.net/Notes#advanced-chess-obituary
        
           | dwohnitmok wrote:
           | A quick glance doesn't seem to give conclusive evidence that
           | pure engine play strictly dominates centaurs (the footnotes
           | only have tournaments where centaurs still win, but these
           | tournaments are also getting a bit old).
           | 
           | The usual messaging I see around centaur-based styles such as
           | certain correspondence chess tournaments is that you will
           | lose if you just do "push-button play," that is just blindly
           | do what the computer tells you to do.
           | 
           | I'm curious if that's no longer true with the new crop of ML
           | engines.
        
             | edouard-harris wrote:
             | You're absolutely right! Edited the gp from "strictly
             | dominate" to "are probably even with". My memory of the
             | piece was playing tricks on me.
             | 
             | My best guess based on a rereading of the footnotes is that
             | the performance ceiling for chess is probably low enough
             | that it has been ~reached by both centaur teams and pure
             | engines.
        
       | perihelions wrote:
       | Here's a particularly extreme example:
       | 
       | https://old.reddit.com/r/chess/comments/ndz2lj/simple_mate_i...
       | 
       | It's a mate-in-93 puzzle that's fairly accessible to humans,
       | using abstract reasoning. But not chess engines. Comparing
       | against the OP article, the main "technique"/"trick" is zugzwang
       | (#7), but on a dramatic scale.
        
       | TchoBeer wrote:
       | I think there are some engines (Crystal is the one I'm thinking
       | of) which do well in fortresses; these come at the cost of play
       | strength.
        
         | thaumasiotes wrote:
         | Presumably the next step is a synthesizer which can choose the
         | appropriate engine to delegate to based on its own reading of
         | the board.
        
       | senkora wrote:
       | It seems dubious to show that engines are sometimes bad at
       | evaluating positions by giving a position with three black
       | bishops on black squares.
        
         | awb wrote:
         | There are other more realistic examples like the Nakamura game
         | sacrificing 2 useless rooks to give the engine a false sense of
         | winning. Then the engine sacrifices a valuable pawn to avoid a
         | 50 move draw. Turn out the pawn was much more valuable than the
         | 2 rooks in the particular closed position and Nakamura goes on
         | to win. Basically, the only way to beat an engine is to try to
         | create an unusual situation that the AI hasn't practiced
         | before.
         | 
         | But as others other out, AI suffers when it doesn't have enough
         | experience in a particular situation. So, the author is really
         | just pointing out the extreme edge cases AI hasn't mastered
         | yet. But over time and getting these examples into the training
         | process there's no reason to believe that the AI couldn't learn
         | these situations as well.
        
         | [deleted]
        
         | diplodocusaur wrote:
         | are you assuming the engine got there by itself in the first
         | place?
        
         | lmilcin wrote:
         | While unheard of, this is not illegal.
         | 
         | You could theoretically convert two pawns to bishops and have
         | three black bishops. Nobody would do that as it is usual to
         | convert pawns to queens, but it is within the rules for you to
         | choose.
         | 
         | So if you plan to write chess engine it would be pretty stupid
         | of you to not prepare it to face multiple black bishops. If I
         | knew that it would give me a lot of advantage.
        
           | ioseph wrote:
           | I could imagine such a move making sense with the king on the
           | backline such that promotion to queen would trigger a
           | stalemate
        
           | tialaramex wrote:
           | Underpromotions are one of those "toy problem" things. A
           | human might finish a whole professional career having never
           | once promoted a pawn to anything but a queen, but in
           | theoretical problem positions - like the one you're talking
           | about - they happen "all the time" because it's a fun twist.
           | 
           | So it's understandable for a machine not to even bother
           | modelling these weird cases I think.
        
       | matsemann wrote:
       | When watching the WC games, I've seen it happen that a move
       | wasn't considered as a top move by the engine, but once played
       | the engine realizes it's actually crushing. Something about the
       | heuristics used to prune the vast search space can make it miss
       | sacrifices or seemingly sub-optimal moves that temporarily
       | weakens the perceived position but has a huge payoff in the end.
       | But humans find them. Of course, given enough time and depth the
       | engine will eventually circle back and try the move. But it has
       | no intuition.
       | 
       | Also, an engine without an endgame tablebase can be pretty
       | stupid. There are certain rules one can deduct when there are few
       | pieces left, but a min/max engine will search forever, not
       | knowing the patterns.
        
         | thaumasiotes wrote:
         | > I've seen it happen that a move wasn't considered as a top
         | move by the engine, but once played the engine realizes it's
         | actually crushing. Something about the heuristics used to prune
         | the vast search space can make it miss sacrifices or seemingly
         | sub-optimal moves that temporarily weakens the perceived
         | position but has a huge payoff in the end. But humans find
         | them.
         | 
         | Just to observe, humans display exactly the same phenomenon of
         | ignoring a move before it's made while still being able to
         | realize, after it's made, that it was very strong and ignoring
         | it was a mistake.
        
         | bottled_poe wrote:
         | No intuition? What is intuition other than a position
         | assessment heuristic? Game-tree AI must limit the game tree
         | search at some depth. In order to exploit this, the opponent
         | would need to identify the position strength at a deeper level
         | than the AI's search depth, which seems unlikely.
        
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