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Subject: Re: Which Algorithm is considered the best ?

Author: Andrew Williams

Date: 06:10:47 08/08/00

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On August 08, 2000 at 08:26:03, Vincent Diepeveen wrote:

>On August 07, 2000 at 05:46:40, Andrew Williams wrote:
>
>>On August 06, 2000 at 20:26:06, Vincent Diepeveen wrote:
>>
>>>On August 06, 2000 at 20:15:46, Vincent Diepeveen wrote:
>>>
>>>>On August 06, 2000 at 16:48:16, Andrew Williams wrote:
>>>>
>>>>>On August 06, 2000 at 16:36:15, Vincent Diepeveen wrote:
>>>>>
>>>>>>Show me an MTD program that uses less nodes a ply as DIEP does.
>>>>>>
>>>>>
>>>>>I've no idea if Diep uses fewer nodes than others. However, even
>>>>>if it does, would you say this is due purely to the superiority
>>>>>of PVS over MTD? Surely your evaluation is different to other
>>>>>programs too?
>>>>>
>>>>>The point I want to make is that it's not helpful to Larry (or anyone
>>>>>anyone else) if you just say "MTD(f) sux! PVS rox!" UNLESS you provide
>>>>>some rationale for your opinion.
>>>>
>>>>DIEP uses hell of a lot nodes more if i use MTD.
>>>>
>>>>A pawn in DIEP is 1000 points worth.
>>>>
>>>>So correct me if i'm wrong:
>>>>
>>>>If this iteration i'm at +0.300 next iteration i'm at +0.600 with PVS,
>>>>then how many researches do i need with MTD?
>>>
>>>Now you'll answer probably: IF no other node is above 0.300 then it'll
>>>directly figure that out and you can skip ply. Ok there you get away.
>>>
>>>As i mentionned th eproblem aren't scores getting a bit higher.
>>>
>>>Actually MTD is great for testsets. MTD is having a huge problem if
>>>you start playing games with it however and the vice versa happens.
>>>
>>>If i'm at 0.600 now with PVS at iteration is 8, and the chess prog
>>>starts smelling trouble, then suppose we fail low to 0.300, now
>>>aren't that 300 researches with MTD?
>>>
>>> THREEHUNDERD RESEARCHES?
>>>
>>>Or how do you tackle that problem?
>>
>>We've already had this debate, I think. What my program does is to accelerate
>>the steps. So it sees how many steps it has made in a particular direction then
>>reduces the guess by steps*steps. In the old days, I was a bit more creative
>>about this. Once I'd dropped more than 50 centipawns, I assumed I was losing a
>>pawn, so went straight to (guess-100) in the hope that I would have straddled
>>the real score. I wasn't completely convinced that that was better, so I went
>>for the simpler approach.
>>
>>>
>>>If you jump BINARY to that value 0.300 from 0.600, then you also needed
>>>a lot of researches still and basically you don't profit from the MTD
>>>idea. Now DIEP stores with 8 probes a lot in the hashtable, so actually
>>>too many new nodes don't need to be searched, but if you fail low,
>>>knowing you still need another 3 ply to search in a game to get that 11 ply,
>>>and each ply you fail low with the next concept.
>>>
>>
>>I'm not sure I fully understand this. Are you saying that your 8-probe HT
>>approach means that your researches are less of a problem than mine? If that's
>>what you mean, what has that to do with MTD?
>>
>>>Move A gets best at ply n, then move A fails at ply n+1, there another
>>>2 new moves pop up before getting to ply = n+1, there the process repeats
>>>so a lot of researches till you get say 11 or 12 ply, if you ever get it.
>>>
>>>In the end you see huge depth differences with MTD, then i simply use my
>>>lemma: "chess is a game where the weakest chain counts". In contradictoin
>>>to throwing dices, where only 1 throw needs to be a hell of an end and
>>>a valid throw, we are not throwing to get a local maximum.
>>>
>>>If you search 40 moves, from which 10 moves are searched to 8 ply,
>>>and 30 are searched to 12 ply, then that sucks in my eyes bigtime
>>>using the above lemma compared to 40 searches of each 10 ply.
>>>
>>>Now in scientific magazines you quickly conclude: "that's a total of
>>>400 plies searched for the "weakest link approach", but for me as a
>>>researcher i see i did much more: 12*30 + 10 * 8 = 360 + 80 = 440.
>>>
>>>So if we look just to numbers: in positions where we fail high plies
>>>jump to huge numbers, but in positions where doubt rules, there the
>>>problem appears bigtime.
>>>
>>>So the data we had on our output is probably the same, but is chess
>>>a game of solving testsets as quick as possible?
>>>
>>
>>Maybe it's because I don't understand some of what you are writing, but
>>I am unconvinced by your evidence. Let me be clear about what *I* am claiming:
>>you have not presented any evidence to suggest that MTD is inferior to PVS.
>>Note that I am not claiming that MTD is better than PVS; my view would be
>>that I just don't know. If forced to guess, I would say that I don't think
>>that the difference between the two approaches would be significant. In other
>>words, if I ripped out my mtdf() loop from PostModernist and replaced it with
>>a PVS implementation and worked on it for a couple of years, I would end up with
>
>So i must give huge evidence, though it's dead obvious, here
>the average research thinking a new idea out, only need to proof
>his search algorithms at a testset of 24 positions, from which a
>bunch are mate in 2, and where all other positions each ply fail high
>more?
>

You can either give "huge evidence", OR you can refrain from making
statements with nothing to back them up :-)  Remember, my point is
not that my way is better than yours, rather it is that there is not
enough evidence to make sweeping generalizations.


>On the other hand my proof is quite evident: in important positions
>in your game, always middlegame or start of an endgame,
>there you don't search that deep as for the easy moves in your game,
>like recaptures.
>
>Exactly there the score is flipping up and down. That happens each
>iteration.
>
>Now what would be the best search algorithm in such positions?
>Something that needs 10 researches to get a new PV?
>
>That for several moves each iteration?
>
>Or using PVS with at most 1 research?
>

But this is the whole point of the question, isn't it? It's
difficult to compare 10 zero-window re-searches with one
re-search with a wide open window. Surely you have to agree
with this? Otherwise, why use PVS?

Cheers

Andrew

>
>
>>a program which was approximately as good as what I've already got. You seem
>>to be trying to make a much stronger claim, namely that if I replaced MTD with
>>PVS, I would end up with something significantly stronger than what I've already
>>got. I don't think you (or anyone else) has any evidence to support that claim.
>>
>>
>>Andrew
>>
>>
>>>>>Andrew
>>>>>
>>>>>PS Your "there are no commercial programs using MTD" argument doesn't
>>>>>really represent a rationale, in my opinion.
>>>>>
>>>>>
>>>>>>What diep is doing is very simple in search:
>>>>>>
>>>>>>  PVS (starting with -infinite)
>>>>>>  check extensions
>>>>>>  checks in qsearch
>>>>>>  nullmove R=3
>>>>>>  no other crap. no pruning. Perhaps at WMCC i prune a bit,
>>>>>>  but that's because against computers playing is different.
>>>>>>
>>>>>>  Yet i'm missing programs using less nodes a ply with MTD.
>>>>>>  I"m missing *any* deep searching program that uses MTD actually.
>>>>>>
>>>>>>On August 06, 2000 at 10:31:58, An
>>>>>>
>>>>>>
>>>>>>
>>>>>>drew Williams wrote:
>>>>>>
>>>>>>>On August 06, 2000 at 09:38:18, Vincent Diepeveen wrote:
>>>>>>>
>>>>>>>>On August 05, 2000 at 11:37:01, Larry Griffiths wrote:
>>>>>>>>
>>>>>>>>>Which Algorithm is considered the best now-adays.
>>>>>>>>
>>>>>>>>Depends upon what kind of program you make.
>>>>>>>>
>>>>>>>>If you have an evaluation function that has patterns which all deliver
>>>>>>>>very small penalties and bonusses, from which the summation also adds up
>>>>>>>>to a near to material only evaluation, then MTD is an interesting
>>>>>>>>alternative.
>>>>>>>
>>>>>>>PostModernist uses MTD. It would be incorrect to describe its evaluation
>>>>>>>as being "near to material-only". This opinion (on MTD) is one that Vincent
>>>>>>>has expounded before, without much in the way of supporting evidence.
>>>>>>>
>>>>>>>>
>>>>>>>>If the evaluation function is either big, using a pawn as being
>>>>>>>>worth 1000 points instead of 1 point, the eval is huge, or having high scores
>>>>>>>>for for example king safety and or passers,
>>>>>>>>then you have only 1 option that outperforms
>>>>>>>>*anything*, and that's nullwindow search also called principal variation
>>>>>>>>search which is pretty easy to implement.
>>>>>>>>
>>>>>>>>Usually at the start of your program MTD looks interesting, if your
>>>>>>>>program gets better (more knowledge in eval, less bugs in search and
>>>>>>>>better move ordering), then PVS usually outperforms anything.
>>>>>>>>
>>>>>>>
>>>>>>>I don't think there is any evidence anywhere that supports Vincent's opinion
>>>>>>>about MTD. Just stating an opinion does not make it true :-)
>>>>>>>
>>>>>>>>My advice is to start with PVS and not look to the rest.
>>>>>>>>
>>>>>>>>>NegaScout? MTD? PVS? Others?  I am looking to implement one of the best search
>>>>>>>>>type algorithms in my program.  I would like to get it into the 2000 rated range
>>>>>>>>>as this has been my lifetime goal.  Then, maybe install winboard or something so
>>>>>>>>>it can compete against other programs to get a rating.
>>>>>>>>>I dont like MTD as it seems to be complex.
>>>>>>>>>
>>>>>>>>>Larry.
>>>>>>>
>>>>>>>My advice would be to get a straight alpha-beta search working, starting
>>>>>>>with bounds of -inf..+inf. This won't be terribly competitive, but you
>>>>>>>can use it as a stable reference when you move on to more sophisticated
>>>>>>>approaches. When you're happy with your alpha-beta search, try implementing
>>>>>>>an aspiration-search, which is like alpha-beta except that you start with
>>>>>>>bounds of score-50 .. score+50, where score is the value returned from the
>>>>>>>previous iteration. You will need to provide some way of handling the case
>>>>>>>where the returned score from *this* search falls outside this "window".
>>>>>>>Once you've got your aspiration search working properly, you'll be in a
>>>>>>>strong position to decide where you want to go with your program.
>>>>>>>
>>>>>>>Above all, have fun with your program!
>>>>>>>
>>>>>>>Andrew Williams



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