16th World Computer Chess Championship In Progress
vmartell writes "The 16th World Computer Chess Championship is now in progress in Beijing, as part of the Computer Games Championship. Currently in the lead are Rybka 3.0, recognized as the world's strongest chess engine and Hiarcs, another commercial engine. Another curiosity is a Java ME based engine running on a Nokia phone, which is currently being trounced by the other engines. A very interesting sideline: before the computer tournament, a Women's Grandmaster played two games against Rybka. The result? Rybka won both games!"
Does chess really need to separate the rankings between male and female champions? Isn't this a sport that gender really doesn't factor in?
There are several commercial use for better engines:
1) Game analysis. When you have played a game against and lost, you try to understand why you lost. Sometimes it is because you made an obvious blunder, but when you get better at the game, you start loosing for strategical reasons (lost control of a certain square, etc, etc). Having a good engine helps you try new ideas, and play a lot of what-if scenarios
2) Game understanding. When you follow a live tournament between grandmasters, having a good engine can give you an explanation about what the underlying ideas are ("Why doesn't he plays Nb6? You try it, and get the answer instantly")
3) Correspondence & Centaur Chess. Correspondence chess are long running games where both players have access to whatever they want. It delivers very subtle games, where the strategy is a very important aspect, as all the tactical blunders are removed by the use of good chess engines. Centaur chess is the same with lower time control.
And, of course, bragging rights are important too: having a better engine than other people in the chess club is a bit like having the better graphic card among fps players...
As you may have seen, playing against the engine is not one of the uses. Rybka is supposedly at 3200 elo. By definition, 200 elo points higher means you have a 75% win probability. The current world champion is at 2800, which means that he have a 6% win probability against rybka. Good club chess play is around 2000 (it takes several years to reach that level -- at that level, you can generally play blind, or multiple opponents, etc, etc). Such players have a 1 against 4000 chance against a 3200 player. Which means zero chance...
P.S. You arrogant fans of Go can frak yourselves. Where do you think the scientists will go once they're done with chess. Enjoy it while it lasts.
Go is considerably more difficult than chess because of how the game moves around the board. It isn't the branching factor per se, but the fact that weaknesses left behind sometimes won't get exploited until as far as 100 or even 200 moves later on. In the meantime, players will try to direct the game in such a way that they can exploit the opponent's weaknesses while protecting their own. Also, the other way around, make use of their strength while preventing the opponent from making use of his.
Without a higher level concept of the board, it is impossible for a computer to understand such ideas, and reading doesn't help because the depth is simply to deep. Monte Carlo bots try by playing out lots of complete game variations rapidly to get a somewhat understanding of the board, but in the end it fails because such playouts are overly simplistic.
This isn't to say that go computers won't beat us someday, but it will be tougher than chess. Also, one point you made stands out to me as arguing for go, even if computers become better.
To even competitively play at the local club level you really need a ridiculously deep memorization of openings and endings. At the grandmaster level, they've basically memorized the tables used by computers.
Due to how go works, memorization isn't nescessary to the same degree. Of course, having some common sequences memorized helps, but in general it is better to have a generic idea about different patterns as to understand the strategic and tactical implications of moves.
While there are established patterns (joseki) that are used in corners, players often deviate from them based on how the rest of the board looks. And when that happens, knowing the joseki is not very useful except to tell you that the player deviated from it. That is why there is a common saying "learn joseki, lose two stones: forget joseki, improve three stones".
Those confined to memorized patterns lose to those with more open minds. Still, studying some joseki is useful, because it helps to broaden you view on what good and bad patterns are.
Computer go players are now one Dan, and rising
Give me an example of one go bot that has been able to maintain 1 dan over a longer period of time on a go server. Crazystone is the best I have seen, and while it did jump into 1d for a short time, it quickly went back to 1k again where it has been steadily for quite a while.
Also, they don't seem to be improving that much right now. They did have a big breakthrough when Monte Carlo algorithms were introduced, and a little more with using improved processors power to maximize the monte carlo brute forcing. But the problems are now beginning to show, and that is that brute force is still brute force even if it is using a more appropriate version for go.
pros can't beat Mogo with 9 stones anymore.
The two rematches with 7 stones didn't go so well though. The pro beat MoGo in both. The game records were quite embarrasing including a total blunder from MoGos side.
On the other hand, crazystone won an 8 handicap game vs a pro.
Still, I don't find these games vs pros very interesting. Lots of even games vs amateurs is what should be used to judge strength. High handicap games simply don't scale linearly enough to give any good indication of rating, and are in general to variable in result (meaning you need more games to get an accurate result), because they rely on the mistake of the weaker player, more than the strength of the stronger player.