← Back to context

Comment by hlfshell

13 hours ago

The reason the time (blitz) games make sense is because the distilled functionality is of a 50ms Stockfish eval function. The engine likely would perform worse as only the human would benefit from the additional time.

As for limited search tree I like the idea! I think it's tough to measure, since the time it takes to perform search across various depths vary wildly based on the complexity of the position. I feel like you would have to compile a dataset of specific positions identified to require significant depth of search to find a "good" move.

My point is that if the computer never flags it will have an inherent advantage in low time controls. If not, why not just test it in hyperbullet games? Games where humans flag in a drawn or winning position need to be excluded, otherwise it’s unclear what this is even measuring.

And limited depth games would not have been difficult to run. You can run a limited search Stockfish on a laptop using the UCI protocol: https://github.com/official-stockfish/Stockfish/wiki/UCI-%26...