[HN Gopher] Complexity physics finds crucial tipping points in c...
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       Complexity physics finds crucial tipping points in chess games
        
       Author : pseudolus
       Score  : 63 points
       Date   : 2025-01-26 12:30 UTC (2 days ago)
        
 (HTM) web link (arstechnica.com)
 (TXT) w3m dump (arstechnica.com)
        
       | dentemple wrote:
       | Okay, but will this research help me get above 700 ELO rapid on
       | chess.com?
        
         | skulk wrote:
         | No, but                 1) don't hang pieces            2)
         | notice when your opponent hangs pieces            3) win
         | endgames where you're up material
         | 
         | should be enough to get you to 1500.
        
           | BalinKing wrote:
           | As a ~900 Elo player, I feel like point #3 is doing the heavy
           | lifting here--kinda reminds me of that "rest of the owl" meme
           | (not that you're wrong, of course!) :-P
        
             | svachalek wrote:
             | When you're up material? Assuming your opponent is in a
             | tier to leave pieces hanging, we should be talking more
             | than a pawn here, and following the first two rules should
             | hold/build that advantage.
             | 
             | At least, as someone not even 900, closing an endgame when
             | I'm already winning sounds like the easier part. But it's
             | hard to believe that's all it takes to get to 1500, it is
             | not my impression that 1300+ players are losing to big
             | "whoops" moments.
        
               | thethirdone wrote:
               | I would agree the "don't blunder" and "punish opponents
               | blunders" are harder than endgame knowledge. However,
               | knowing the basics of endgames is actually important to
               | closing out games. Specifically, knowing KQvK, KRvK, and
               | the "ladder technique" is important.
               | 
               | Without any tactics "take free pieces" probably only gets
               | you to around 1200 (chess.com), but if it includes knight
               | and pawn forks, skewers, pins, and discovered attacks it
               | can get you to 1500. Playing perfectly every game is hard
               | though. I would recommend having more chess knowledge
               | than just those 3 rules before you really try for 1500.
        
               | BalinKing wrote:
               | Maybe it's just me, but in an endgame where (for example)
               | it's just kings and a bunch of pawns, even a two pawn
               | advantage is easy for me to lose--I pick the wrong pawn
               | island to support with my king, and I've already lost.
               | Knowing good heuristics in these sorts of situations is
               | something that takes active study IME--"don't blunder
               | pieces" is not sufficient, at least for me.
        
             | robertlagrant wrote:
             | Not hanging pieces is definitely the hard one!
        
           | rozim wrote:
           | practice tactics..don't study openings..
        
             | oyster143 wrote:
             | Learning basic variations of even one opening for white and
             | for black can be extremely useful. There's not much tactics
             | in first moves, but knowing how to set up a solid position
             | will help a lot. Just learn basic stuff, no need to go into
             | the weeds too much. Also the names of the openings are
             | pretty cool
        
           | somenameforme wrote:
           | A huge one is also to assume your opponent will make the best
           | move. Don't just make one move threats hoping your opponent
           | will miss them.
           | 
           | This seems like it should be somewhat more advanced, because
           | players at a low level often _will_ miss one move threats.
           | But it is basically the first principle from which nearly all
           | other good habits directly derive. Why develop all your
           | pieces, not bring your queen out early, etc. Why do all those
           | things when you know your opponent will often just miss
           | something anyhow if you start pecking him with one move
           | threats?
           | 
           | It's because if your opponent does not miss those threats,
           | then you've likely just made your own position even weaker.
           | And as a corollary a one-move threat which improves your
           | position is perfectly fine of course, but in that case you're
           | not hoping your opponent misses it. I mean you probably are,
           | but you _expect_ him to see it. But it doesn 't matter -
           | because your position has improved regardless.
        
           | YZF wrote:
           | 4) Develop your pieces first. 5) Castle. 6) Don't move the
           | queen prematurely. 7) Analyze all your games.
        
         | irjustin wrote:
         | At our ELO, games tip back and forth like a metronome, almost
         | move to move. Confuses the AI - never can tell who the winner
         | is!
        
         | throwaway81523 wrote:
         | Stop playing rapid until you're well above 700. Play classical
         | so you can think about each move long enough to not hang
         | pieces.
        
       | rozim wrote:
       | https://arxiv.org/abs/2410.02333
        
       | somenameforme wrote:
       | This sounds like an extremely convoluted way of demonstrating a
       | very basic fact, that the authors of the study probably knew
       | beforehand. And that's when a player's position has many
       | weaknesses (or a high 'fragility score') they're probably going
       | to be losing soon. And determining how quickly many pieces can
       | attack a given point versus defend it is, more or less, exactly
       | how you determine if that point is weak. Publish or perish reigns
       | supreme.
       | 
       | A lot of science feels like it's becoming much closer to art
       | where you splash a canvas with a few splotches, and then spend an
       | hour describing how it's an insightful representation of the
       | isolation of the modern world and the struggle against
       | depersonalization. At least there you get to then sell it for a
       | few hundred thousand dollars, rather than just live to renew your
       | contract.
        
         | dmurray wrote:
         | One thing chess engines are still bad at is determining which
         | positions are difficult for humans to play. If there is a
         | sequence of moves where Black has to make the right choice
         | every time from several plausible alternatives to reach a drawn
         | endgame, but White has plenty of margin for error at every turn
         | to keep that situation, the computer will happily evaluate this
         | as "0.0" - a draw.
         | 
         | Solving this would allow handicapped computers to play
         | interesting games against humans, and it would also be hugely
         | useful for strong players preparing opening surprises, but no
         | one seems to have figured it out.
         | 
         | Note that this isn't a simple graph theory question of looking
         | for how narrow a path through the graph is: the word
         | "plausible" is very important above, and a narrow path where
         | most moves can quickly be eliminated is one of the easier
         | things for humans to calculate.
         | 
         | Anyway, I was hoping this was a step towards solving that, but
         | they don't seem to have even tried to apply it there.
        
           | somenameforme wrote:
           | For sure, but I think this is really quite difficult even
           | with the wildest of hand-waving. Take, for instance, take the
           | R+B v R ending. The weaker side has literally two pieces,
           | including the king, to move. There are many well studied
           | drawing plans, and in most positions literally any move would
           | lead to a draw (short of absurd things like hanging your
           | rook).
           | 
           | Yet this ending is _extremely_ difficult to the point that
           | GMs lose it with some regularity. That stat about 40% of the
           | possible positions being forced wins is useless, because it
           | includes mostly very weird positions that nobody would
           | voluntarily walk into. The overwhelming majority of times
           | this ending is entered into, as well as normal moves from
           | such, are all textbook draws.
        
             | dmurray wrote:
             | > I think this is really quite difficult even with the
             | wildest of hand-waving
             | 
             | It's difficult for _computers_! But humans can do it. An
             | 1800 armed with computer analysis (so he knows the right
             | moves) can say with some confidence  "this position looks
             | difficult for a grandmaster".
        
               | somenameforme wrote:
               | I think an 1800 with computer analysis would never say
               | R+B v R looks difficult for a GM without external
               | knowledge of the fact that it is.
        
               | dmurray wrote:
               | It's hard to isolate the external knowledge. If R+B v R
               | came up once every 50 games, every GM and probably every
               | 2000 would know it inside out.
        
               | ANewFormation wrote:
               | There isn't a GM that hasn't studied RBvB, and most have
               | also played numerous games with it.
               | 
               | But it's just very difficult to execute properly. Let a
               | 2000 go study it for weeks - he'd still lose it against
               | strong play.
               | 
               | People often see chess as just a game of knowledge, but
               | in practice it's much more like a skill in that for a
               | strong player they'll generally see the right move(s) in
               | a position near instantly. The time spent is then just
               | comparing and double checking stuff.
               | 
               | This is why you might see in e.g. a press conference some
               | journalist ask why the player didn't play 34. Ne5, and
               | they'll think for a few seconds, go ooooo wow as they
               | rapidly work out the [invariably computer generated]
               | idea, and then respond that they simply didn't consider
               | it.
               | 
               | This is how players like Magnus are so strong and why the
               | time control doesn't really matter - his intuition just
               | tends to quickly lead him to better ideas than for other
               | players.
        
               | dmurray wrote:
               | > But it's just very difficult to execute properly. Let a
               | 2000 go study it for weeks - he'd still lose it against
               | strong play
               | 
               | I don't agree. People lose this one because they haven't
               | looked at it recently.
               | 
               | I would be willing to take this as a bet. Train with the
               | computer for weeks, and then I get to defend the endgame
               | against a computer or a tricky human. (I'm a bit stronger
               | than 2000 but I could find someone else).
        
               | ANewFormation wrote:
               | Consider my side of the bet eating crow with a side that,
               | if you're right, then you'll have mastered arguably the
               | single most important basic ending.
               | 
               | I'd strongly recommend checking out an endgame manual or
               | a youtube video on the proper way(s) to draw it. It's
               | going to take a lot longer than weeks if you just try to
               | learn it through experience.
               | 
               | For further incentivization I can practically guarantee
               | you will also gain rating points if you succeed here - it
               | really requires substantial 'feel' for how rook and
               | bishop can work together (as well as certain stalemate
               | tricks and more), and that's applicable far outside just
               | this ending - same how learning to mate with B+N really
               | improves your feel for how those pieces can collaborate.
               | 
               | But I'm not sure you appreciate what you're getting into
               | here. R v R+B makes B+N look like child's play.
               | 
               | Do let me know if you're seriously going to try this. I'd
               | honestly just like to know how it goes, and can just hit
               | you up in a couple of weeks in some rando thread. It'd be
               | pretty awesome if you succeed!
        
               | dmurray wrote:
               | > the single most important basic ending
               | 
               | This just isn't right. According to de la Villa (whose
               | book is a great trainer on this endgame among others)
               | this balance comes up 1 time in 5000, compared to RPPvR
               | or PPvP which each occurred more than 10x as often. Ok,
               | some of those are trivial, but there are many more half-
               | points to be had by studying those.
               | 
               | I have studied this endgame before to the point where I
               | was confident in holding it (mostly based on the selected
               | defences given by de la Villa, which I reckon cover
               | almost all positions), but I confess I didn't practice it
               | against a tablebase. I also lost this the one time I had
               | it over the board.
        
               | ANewFormation wrote:
               | 1 in 5000 seems very off. A quick search has it occurring
               | in 1.7% of all games which sounds about right. [1] If he
               | indeed said 1 in 5000, it might have been from a database
               | with lots of quite low rated games.
               | 
               | There are two reasons I think it's one of (calling it
               | _the_ most was a bit of hyperbole) the most important
               | basic endings.
               | 
               | One is that it's not only relatively frequent but also an
               | endgame that just constantly sees the 'wrong' result.
               | 
               | The second point though is what I already mentioned - it
               | really teaches you a _lot_ about how a bishop and rook
               | can play together. If you can genuinely internalize that
               | ending, your play with these pieces, in all phases of the
               | game, would just naturally improve. Again it 's similar
               | to the way that the B+N ending can help improve your play
               | with those pieces.
               | 
               | I mean sure it's useful to know that R and f+h pawns v R
               | is only a [difficult] draw, but that knowledge is not
               | very useful outside of that exact scenario.
               | 
               | [1] - https://thechessworld.com/articles/endgame/chess-
               | statistics-...
        
               | dmurray wrote:
               | That link is the lowest quality article I've ever seen,
               | but if it means anything, it seems to mean Rook and
               | Bishop vs Rook, but both sides also have any number of
               | pawns. Pure RB v R does not come up one game in 60 at any
               | level, that's ridiculous. Has there ever been one in a
               | World Championship match? Out of 1000+ games I can't
               | think of any.
               | 
               | I've had R+F+h vs R several times, and the evaluation of
               | it being important to another endgame countless more.
        
         | jampekka wrote:
         | "Knowing" something is different from formalizing it into a
         | mathematical model. Almost all papers are about relatively
         | minor findings at best.
         | 
         | Publish and perish is real though. As are hype and bad
         | popularization of research.
        
         | maxmynter95 wrote:
         | The insight of this article is less in describing the dynamics
         | of chess games than in the fact that you can apply the
         | methodology of network analysis, percolation, phase transitions
         | etc. to recover them.
         | 
         | This is interesting because both chess and complexity science
         | have a long but unrelated history. So it's a bit harsh to call
         | this out for "Publish or Perish".
        
         | lubujackson wrote:
         | I agree the takeaway of the article is mostly garbage:
         | middlegames are complex and hold pivotal moments. But the real
         | value is quantifying the "pivotal-ness" of each piece, which
         | could have real world uses. How about a chess tutor that can
         | instantly highlight the linchpin of any position? This is how
         | grandmasters see the board and I imagine just flashcarding
         | complex positions with a heatmap of pivotal pieces could be
         | illuminating.
        
       | billforsternz wrote:
       | It's really difficult to pick my least favourite part of this
       | article. Could be this;
       | 
       | "But the game is about more than algorithms, according to Marc
       | Barthelemy, a physicist at the Paris-Saclay University in France,
       | with layers of depth arising from the psychological complexity
       | conferred by player strategies.
       | 
       | Now, Barthelmey has taken things one step further..."
       | 
       | At least AI systems can write slop fairly well. Why do I hate
       | this so much? It just feels lazy, underdone, superficial, vaguely
       | nonsensical. The magic of chess has little or nothing todo with
       | the "psychological complexity conferred by player strategies". It
       | has much more to do with aesthetic beauty, and many a great
       | writer has illuminated that. It's utterly unsurprising that you
       | can model the game as nodes interacting in a network graph (I
       | mean essentially that's what it is), and even more unsurprising
       | that the complexity of the interactions is higher in the tense
       | and complicated positions that do indeed often decide the fate of
       | individual games. Note, _games_ not _matches_. If you can 't get
       | even the most basic domain terminology correct, you don't deserve
       | anyone's attention.
       | 
       | I'll probably calm down in an hour or two.
        
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