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Measuring the complexity of a position?
From: |
Timothy Y. Chow |
Subject: |
Measuring the complexity of a position? |
Date: |
Tue, 18 Oct 2022 09:10:04 -0400 (EDT) |
In chess, there have been some attempts to measure the "complexity" of a
position. Guid and Bratko have written a couple of a papers that discuss
the topic, and you can find a few other papers by using Google Scholar to
find papers that cite these papers.
https://ailab.si/matej/doc/Using_Heuristic-Search_Based_Engines_for_Estimating_Human_Skill_at_Chess.pdf
https://en.chessbase.com/news/2006/world_champions2006.pdf
In a recent interview, Anish Giri explained his low "average centipawn
loss" (the chess equivalent of backgammon's error rate) by saying that he
prefers simple positions.
https://youtu.be/aGyXmSCkJ5s?t=247
About ten years ago, I took a stab at coming up with a way to measure how
hard a position would be for a human player.
http://timothychow.net/cg/www.bgonline.org/forums/114010.html
To quote myself:
Let's say that Play A and Play B differ in character if the temperature
map of the opponent's replies are very different from each other. (How
to decide that two temperature maps are "very different" is not a
trivial problem but I think one could come up with a reasonable
metric.) Then a roll is probably difficult to play if there are several
ways to play it that (a) differ in character and (b) are within, say,
0.050 of each other.
The reason I said that it's not trivial to decide when two temperature
maps are "very different" is that it is probably not enough to simply
compare the temperature maps "coordinate by coordinate" in naive way. For
example, maybe there are two main candidate plays, and one play gives the
opponent 4's to hit and the other play gives the opponent 5's to hit, and
the plays are very similar otherwise. "Coordinate by coordinate," the
temperature maps look very different, but if you permute the dice rolls
appropriately, then they line up nicely, and so are arguably not very
different.
Also, something I didn't say above is that there should be an opportunity
to blunder. If all plays have extremely similar equity then I would be
inclined to call the position "simple," even if it's not obvious to a
human that all the plays have extremely similar equity.
I think it would be an interesting study to implement some notion of
complexity (to start with, one can gloss over the subtleties I mentioned
above about determining when two temperature maps are very different, and
use a more naive measure), and then analyze a large number of human games
to see if (for example) there is a correlation between complexity and
human mistakes. Unfortunately:
1. I don't have the programming chops to implement this idea, and
2. I don't know where to get a suitable database of games.
Problem 2 may be easier to solve---I suspect someone here can point me to
a database. As for Problem 1, is anyone with the requisite programming
skills interested in a collaboration? I have some ideas for how to get
started with a complexity measure, but it will probably require some
fine-tuning, depending on what the data say. If this project works out
well, I think it could even lead to a publishable paper.
Tim
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