---
title: "The Utility of Expert Knowledge"
authors:
  - "Jonathan Schaeffer"
  - "T. Anthony Marsland"
doi: ""
url: "https://ijcai.org/proceedings/1985/111"
pdf: "https://ijcai.org/proceedings/1985/0111.pdf"
venue: "Proceedings of the Ninth International Joint Conference on Artificial Intelligence"
year: 1985
pages: "585-586"
track: "Learning and Acquisition"
keywords:
---

# The Utility of Expert Knowledge

Jonathan Schaeffer, T. Anthony Marsland

*Proceedings of the Ninth International Joint Conference on Artificial Intelligence*, pages 585-586.

## Abstract

How useful is the knowledge we add to an expert syste m? Wh at is important knowl edge? Can too mu ch knowledge be bad? These questions are exa mined by pres enting the preliminary results of ex perim e nts th at paired programs with varying a mo unts of chess knowledge against ea ch other . Th e e xperim e nts illustrate problems of interacting knowledge and give some insight into methodologies for "teaching" expert systems.

## Full text

## 1. Introduction

With the increasing awareness of the potential for expert systems, knowledge engineering has become a recognized discipline. The addition of knowledge to an expert system raises some impor­ tant questions: What should one add? How much? Can too much knowledge be a bad thing? The goal of answering these questions is to find a methodology for adding knowledge to an expert system, one that maximizes performance while minimizing redundancy and inefficiency.

Consider the analogy between a student and an expert system. Both ·go through a period of learning in which the objective is to raise abilities to a desired level of competence. However, the st udent attends schools in which the curriculum is organized so that new knowledge builds upon the old . It would be absurd , for example , to teach quantum mechanics as part of a grade 1 course. In contrast, expert systems are "taught" in an ad hoc manner. There is no established method for teaching an expert system, nor guidelines for organizing a curriculum.

In this paper , a series of experiments with chess knowledge is reported illustrating some of the difficulties with adding knowledge to an expert system. Many of the problems are analogous to those a student encounters when enrolled in a poorly designed education program. The solutions are often similar to the way they are solved by educators. The results of the experiments give some insight into the difficulties of "teaching" expert systems.

t A competitor in the most recent World Computer Chess Championship [1] .

## 2. Experiment Design

A chess program has two distinct parts; the framework for making and analyzing moves, and the knowledge that allows the program to play well. The former includes legal move generation and tree searching, and is well understood . The latter, however, is vague and informal ; it is the product of centuries of experiences that have been condensed into rules and exceptions, few of which can be formalized.

The expertise in our chess program Phoenix t was partitioned into the following 8 routines: Tac­ tics (T), Space and Mobility (SM), Pawn Weaknesses (PW), King Safety (KS), Center Con­ trol (CC) , Pawn Structure (PS), Incremental Scores (IS) , and Planner (PL). Details of the con­ tents of the routines can be found elsewhere [2] and are not essential to the points raised in this paper. To determine the utility of this knowledge, a pair of experiments have been performed; one to show how the knowledge should be acquired and one to see the consequences of its removal. The experiments illustrate the (un)importance of the knowledge routines as they interact with each other .

Each experiment followed an established tech­ nique [3-5] and consisted of a series of matches between versions of Phoenix with differing amounts of knowledge . A match consisted of 20 games, with each opponent playing the white and black side of 10 starting positions. The accum ula­ tive knowledge experiment starts initially with the basic tactics program, T, and uses it to play a series of matches against T supplemented with a different knowledge routine for each match. This allowed us to measure the effectiveness of each expert component relative to a program with no such knowledge. This process was repeated by gradually expanding the basic program T with more and more knowledge and using it to identify the next best piece to acquire. The removal exper­ iment starts with Phoenix and, using the same technique , gradually eliminates knowledge. This allows us to measure the importance of the rou­ tines relative to a program with complete knowledge .

To limit the scope of the problem, we have restricted our attention to the acquisition of middlegame knowledge. It was therefore neces­ sary to remove any influence that other phases of the game might have. Opening specific informa­ tion was reduced by chosing diverse starting posi­ tions for the matches that were each ten moves into the game. Tree searching techniques were factored out of the experiment by having all pro­ grams use the same parameters and search to a depth of 5 ply. A game was considered over when it either ended in checkmate or draw, or when Phoenix determined that an endgame had been reached . In the latter case, the final position was adjudicated.

A difficult problem was posed by cases where there was no clear-cut winner, but one side had accumulated positional advantages that in the long-term may prove decisive . Since the opponents have slightly different models of what is important, it was possible for both sides to think that they had the advantage! The notion of a superior or inferior position was introduced to ensure that the advantage of long term factors could be considered even though the material bal­ ance was equal. To ensure impartiality, the adju­ dications were performed by the chess program Cray Blitzt. Adjudication resulted in a position being assessed a value in the range 0 to 1 with a win (worth 1 point) defined as the side to move being up a full pawn. If the position was not won, a value was assigned reflecting how (un) favour­ able the position was, with a value of 0.5 for a bal­ anced position.

## 3. Results

The results of the accumulative knowledge experiment are summarized in Table 1. Each row gives the result of the matches between a base variant of Phoenix ( T with 0 or more pieces of knowledge added) and that program supple­ mented by the piece of knowledge specified in the column heading. For example, the entry in row 3 and column 6 says that the base program T + SM + CC lost by a score of 9.35 to 10.65 to T + SM + CC + KS. Note, however, that the acquisition of knowledge cannot be done in an arbitrary manner. Consider row 3 column 7, where the base program won by a score of 11.15 to 8.85 over itself supplemented by PS . This, and similar apparent anomalies, illustrate that the haphazard addition of knowledge may not be effective until necessary basic knowledge is in place.

These results can be put into a more familiar form by expressing them as chess ratings, which provide a convenient means of equating the program's performance with human abilities . The average club player has a rating of about 1400. The details of the rating formula are not im por­ tant and are discussed elsewhere [2] . Pegging the basic T program with a rating of 1110, experimen­ tally determined and consistent with others [3], yields Table 2. Note that the version of Phoenix used has a tournament rating of 1840, close to the predicted 1786.

t A portable version of the current World Computer Chess Champion [1], but running on a VAX 11/780.

The tables support the well-known result [6] that the most important heuristic is Space and Mobility, since it gives Phoenix almost half its rat­ ing points. Space and Mobility is the simplest routine to implement and requires no real expert knowledge . In some sense , SM can be viewed as the first lesson in the education of a chess pro­ gram.

After SM, it appears that the law of diminish­ ing returns takes over. Additional knowledge pro­ vides fewer rating points for increased effort . It is interesting to note that the three smallest gains (Is, PL, and PS) were for the three largest routines containing the most heuristics. The inclusion of IS appears to have a negative effect on performance , although the difference between 9.65 and 10 is not significant (as verified by other experiments). This is an example of knowledge used as a building block ; IS by itself may not be significant , but its presence provides the environment necessesary for effective use of subsequent additions. The rating gains obtained by adding knowledge appear to decrease steadily, except for King Safety (see Table 2) . This anomaly may be explained by the observa­ tion that KS is not an important factor in most positions, and in many games has little bearing on the play .

Table 3 presents the results of the diminishing knowledge experiment. Whereas SM is the first piece of knowledge that one would give to a pro­ gram, PW is the most valuable to retain. When Phoenix is supplemented by all the knowledge rou­ tines, PW plays a much more important role than it does when working in an environment with little knowledge . This illustrates that some knowledge needs the right environment with which to interact to achieve best results. An analogy might be teaching new material to students who do not have the proper pre-requisites.

The results of matches involving PS in both Tables 1 and 3 are interesting in that by removing PS the program often plays better! Most of the knowledge in PSis sophisticated, in the sense that it builds on many elementary concepts that would be taught early in any chess education . One possi­ ble explanation of the results then is that Phoenix does not know enough to use PS properly . Another possibility is that PS has not been imple­ mented correctly; either there is a bug in the rou­ tine, or the knowledge has not been properly represented. Regardless, it appears that PS may not be of significant benefit to Phoenix as it currently stands. The argument for inclusion of a piece of knowledge should take into account the expected benefit versus the cost in terms of space, execution time, and implementation time.

Finally, a few words of caution. These results must be taken in the proper perspective. They could be implementation dependent; other interpretations of chess knowledge may differ. In addition, since the experiments were done with only one program, the ratings reported should be interpreted as measuring relative rather than ab&amp;o­ lute importance . Each match consisted of 20 games and took an average of 55 hours of comput­ ing time on a VAX 11/780. Each experiment con­ sisted of 28 matches for a total of 1120 games, tak­ ing over 6 months to complete. Despite the large outlay of computing resources some statistical variability is still to be expected.

## 4. Conclusions

Our experiments illustrate some of the benefits of a complete retrospective study of the knowledge in an expert system. In particular, they show that knowledge cannot be added in an arbitrary manner, since more sophisticated con­ cepts require that certain fundamental ideas be in place before they can become effective. If the knowledge components are independent, they may be added in any order, but this is not normally the case . Rather, there are interactions which are used to resolve contradictions, in order to provide a "best guess decision" when the situation is not clear-cut. These interactions are seen clearly in the knowledge removal experiment. For example, they show the benefits of planning in chess (PL), something that was not obvious in the accum ula­ tion experiment. They also illustrate the problems with knowledge that is used infrequently (KS), or perhaps is not well understood (PS). All too often such knowledge may be handling special cases only, and may even be detrimental when applied inappropriately. Probably this is an indication that too much diverse knowledge is em bodied into a single routine, leaving open the possibility that the best implementation of the ideas contained therein has not been provided.

Our experiments have opened up some other avenues of research. In particular, to what extent does knowledge compensate for depth of search? A well-known result is that an extra ply of search in a chess program is worth about 250 rating points [5]. To what extent are the two inter­ changeable; can additional knowledge in Phoenix be used to compensate for a shallower search tree? Other experiments being formulated are designed to measure the granularity or (in)dependence of knowledge . None of the knowledge routines is completely independent of the others. By break­ ing the routines into finer granules, the interac­ tions can be identified more clearly, and redun­ dant or contradictory relations can be eliminated.

## References

1. D. Kopec and M. Newborn, The Fourth World Computer Chess Championship, Communication& of the ACM 27, 8 (1984), 845-849.
