Hi Cladde!
I don't know what the question really is... For engine-specific books there is of course a conflict between a book quality and the resources (time and money) spent on book tuning. Hire a team of top players, give them money and a year of time, and that engine will win most of games during the openinig. I don't have comment about Deep Junior book versus Ruy Lopez, it's just a matter of developers' preferences, talent, and time spent to tune the book. I guess developers may have their own idea what suits and what does not suit their engine...
Are the books of commercial engines really optimized?
They are optimized as much as they were able to do it. They surely did not have any other goal developing a book.
The wish of including only balanced lines leads to suppress the most interesting ones (because nobody agrees on their assessment )
Well. The question here is how you define
balanced lines, and how you define
interesting ones. To me the line is balanced (in engine-engine context only) if after
many games the white score is not too big, and not too little for that line. To me the line is interesting (also in engine-engine context only) if it is balanced, and the draw rate is relatively small for that line, also after many games. It so happens, that interesting lines are not long, usually not longer than 12 moves. This is good, because engines have more chance to think and show themselves in middle-game, where their strategic abilities are most important.
Hence , with these "balanced" books engines games are often very flat ,
and not selective enough for the best engines
What is
flat? Does it mean the game balance does not change too much? If the opening leads to too high draw rate, it means the opening is not interesting, most usually because it's too long. Most openinig that are about 10 moves result in interesting games.
OK, one objective criteria of
interesting game can be a ponder hit rate - a percentage of expected moves played. I'd say a game is interesting if the ponder hit is small, and uninteresting if all moves are expected. In most engine-engine games, where opponents have comparable strength, the ponder hit will be between 50 and 60%, which means there are 40-50% of unexpected moves (under long time control). Such games are usually intersting. If the ponder hit goes to 70% or above, I'd say the opening is not good, or one engine is a clone of another.
I made a try : I get ride of this requirement of balance , and I kept only lines that give interesting game
So , I got a very short book (250 lines ,but I intend to grow it up to 1000 )
That proved very selective , and at end as fair as usual common books
1000 lines is too few. Try 250 games with it and you'll get duplicates. The main purpose of a book is to avoid duplicate games, otherwise the engines would simply play from the starting position. (In engine comparison study context). One good way to go is to take a huge book of human games, and limit the opening length to somewhere about 10 moves. There will still be unbalanced openinigs, but such games can be filtered out in post-processing. (It's my theory since I did not make a tool for it yet). But the opening variety will be huge which is always good.
BTW, did you try Sedat's books? Recently I use them for engine-engine games and most games are hard-fought.