Why
do you play against GM Adams and not against Kasparov
or Anand?
We
play against GM Adams, because the match is in London
and we wanted a "local hero" as our opponent.
We think that GM Adams is one of the best - maybe even
the best - player against a computer. He has a very
sound positional style. Adams can play like Adams. Kasparov
is one of the best players ever, but against Hydra he
can not play like Kasparov. When it comes to tactics,
to sharp positions, Hydra is better. One can only kill
her softly. Besides this is GM Adam a real gentleman.
We think the match will also be a nice event for anybody
involved.
If the London encounter creates some interest, we would
like to play with other top-players too. It is a matter
of finding sponsors.
What
are your expectations for the match?
As
already noted above is GM Adams a very difficult opponent
for any program. We are nevertheless optimistic that
Hydra will still have a clean state in the tournament
statistic against humans. 2 wins for Hydra, 4 draws.
Do
you develop especially against GM Adams?
No.
We play as usual against Shredder, Fritz and against
a combination of the Hydra-chess expert GM Lutz+Shredder+Fritz.
The goal is to improve the active, dynamic playing style
of Hydra. This was our goal from the beginning of the
project and is not directly related to GM Adams. Hydra
shall simply play her game. We assume, GM Adams will
try to do the same.
Is
there some special opening preparation done?
Not
directly. The Hydra opening book is very short. Typically
10 moves. After 10 moves we let the monster from the
leash and rely on the playing strength of the program.
We know the favorite opening lines of GM Adams and try
to play the most active variations. But there are no
attempts to develop some novelties or opening traps.
We think it is nowadays almost impossible to find real
good alternatives within the first 10 moves. Hydra shall
find some new lines on its own after the 10th move.
On
how many processors is Hydra-running?
The
Hydra-Scylla Cluster consists of 64 Xeon CPUs. But for
the Adams match we are using only 32 of them. The time
critical part of the program runs on special purpose
hardware cards (see also comparison of Hydra to Deep
Blue). We have currently “only” 32 of them.
What
is the key for the recent successes of Hydra?
The
Hydra team-members are coming from and are living in
different countries. We speak different native-languages,
are members of different religious groups and have different
professional backgrounds. But we are one team with a
common goal. The Hydra team is the proof, that the so
called “clash of the cultures” can be very
productive and beneficial. All it takes is the ability
to accept different backgrounds and the willingness
to learn from each other.
How
would you compare Hydra and Deep Blue?
The
basic architecture is the same. Both are mixed software-hardware
systems. The first part of the chess search is done
in software, the last – time critical part –
in special purpose hardware cards. The type of these
special purpose hardware cards is different: Deep Blue
used so called ASICs (Application Specific Integrated
Circuits), Hydra uses FPGAs (Field Programmable Gate
Arrays). An ASIC is traditional hardware. They are once
designed, a mask is made and after fabrication they
can not be changed any more. FPGAs can be reprogrammed
with a high-level programming language. ASICs are faster
than FPGAs, but they are not flexible. One can tune
an FPGA program in the same way than a conventional
chess program. FPGAs combine the best of the two worlds.
Is
Hydra as strong as Deep Blue?
We
think Hydra is considerable stronger. The Deep Blue
team had a strong background in hardware-design, but
they lacked the long computer chess experience of the
Hydra team members. The Hydra team knew from the beginning
what is important and what is unimportant in computer-chess.
Additionally are FPGAs easier to program and especially
to fine-tune than ASICs.
One example is the different search mechanism: Deep
Blue and Hydra have about the same raw speed. Deep Blue
searched in typical chess positions 12 moves (plies)
deep, Hydra 18 plies. Deep Blue was the last brute-force
searcher. Every possible combination was searched to
12 plies. Hydra uses sophisticated pruning techniques.
She does not waste resources for irrelevant variations.
Pruning away variations involves the risk to overlook
some combinations, but the considerable greater search
depth overcompensates this risk.
Hydra
uses also the multi-processor machine much more efficiently
The Hydra-team member Mr.Parallel Ulf Lorenz is a specialist
in this field. The Univ. of Paderborn he works on is
one of the leading research centers for parallel computing.
The
evaluation is in Hydra more dynamic than in Deep Blue.
Positional factors are evaluated higher and more accurate.
DB chief architect F. Hsu noted, that the king-attack
terms are in Deep Blue too low. But it could not be
changed easily due to some initial design decisions.
The Hydra design does not have these restrictions. The
German top-GM R.Huebner wrote in an analysis of the
Bilbao 2004 human-machine team match: Hydra seems to
be the only program which plays systematic king-attacks.
Is
Hydra something revolutionary or an evolution of Deep
Blue?
It
is the next step in the evolution of chess programs.
We have improved a lot of details, use new hardware
technology (FPGAs), but our starting point was Deep
Blue. We are ahead of the crowd in one point: We created
the first successfully working FPGA based High-Performance-Computer.
Is
Hydra just a chess program or only a test bed for a
new sort of High-Performance-Computer?
Our goal was to design the strongest chess-engine ever.
But we have created a very powerful and cheap High Performance
Computer. The Hydra chess engine is the proof, that
this HPC is not just a “paper-tiger”, but
a successfully working machine.
Can you say something about the Hydra-chess-evaluation?
Basically it is a dynamic evaluation. Dynamic evaluation
means: An extended move generator is called for both
sides. One can calculate from this information simple
things like mobility (number of legal moves for each
side), but also more involved ones like king-attack,
pinned pieces, center control... There are of course
some terms for pawn-structure and passed pawn. But the
dynamic part is the most important one. Dynamic information
is expensive to calculate in software, it is relative
cheap/fast in hardware. The Hydra-FPGA needs only 2
clock-cycles (but not at 3 GHz, at mere 55MHz). This
full dynamic information differentiates Hydra from the
PC-programs. They have a dynamic evaluation too, but
on the PC one has to implement a compromise between
speed and evaluation accuracy.
"I guess Hydra does not learn to play better
chess, except maybe by remembering its own games. -
Or does it"?
Hydra has no automatic learning mechanism implemented.
It is the team which learns from (bad-) experience.
We play games against Shredder, Fritz and against the
Hydra chess expert GM Lutz+Shredder&Fritz. Then
we look at the games and try to identify weaknesses.
Either the value of an existing evaluation feature is
wrong, or the feature itself has a flaw or there is
some feature missing. Then we adjust either the parameters
or implement/improve the feature. Then we play again...
No big science, but a lot of work and 15 years of experience
in chess programming. We think automatic tuning can
not - yet - compete with this experience. But maybe
some day computers are not even the better chess players
but also the better chess programmers. Then we will
tune in the same way the learning algorithm.
"Do you find better results with more complicated
or less complicated algorithms"?
An important aspect of the art of computer-chess-programming
is to find the simplest possible and especially the
most general solution. E.g. at the beginning of computer
chess a lot of rules were tried to prune uninteresting
lines. Then someone had the idea: Just make a passing
move and do a shallow search. If the opponent can not
refute the passing move, there is no point of trying
out legal ones. This is the so called "Null-Move-Heuristic".
A very general rule, besides Zugzwang detection, there
is no direct chess knowledge involved.
The same holds for the evaluation. It is hopeless to
implement in a program thousands of special chess rules.
There will always be one important rule missing and
it is practically impossible to specify human knowledge
in a precise way. To give one example: Strong human
players usually know for each type of position how to
play a king-attack (or to avoid the king attack of the
opponent). Hydra does not have this special knowledge.
An important part of the evaluation is a general king-attack-term.
Basically: Which pieces attack and defend the king.
The search tries to optimize its own and minimizes the
opponents attacking chances. GM R.Huebner noted, that
Hydra plays a systematic, planned king-attack. This
is not entirely true. The program has no direct notion
of a plan. The optimization process of the search has
a similar effect than the human planning process. It
is playing along a plan without having one.
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