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Subject: Re: Old on new, New on slower

Author: Tony Werten

Date: 13:17:09 10/20/01

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On October 20, 2001 at 10:14:24, Antonio Dieguez wrote:

>On October 20, 2001 at 06:04:54, Tony Werten wrote:
>
>>On October 19, 2001 at 18:41:10, Antonio Dieguez wrote:
>>
>>>On October 19, 2001 at 17:05:37, Tony Werten wrote:
>>>
>>>>On October 19, 2001 at 13:21:55, Christophe Theron wrote:
>>>>
>>>>>On October 19, 2001 at 03:02:28, José Carlos wrote:
>>>>>
>>>>>>  Ok. It seems we agree in the background, but disagree in the surface. Software
>>>>>>is much better now, true. Hardware has helped software developement, true. The
>>>>>>point we disagree in can (I think) be said in a line:
>>>>>>  I believe that, if Frans would have back then the kind of hardware we have
>>>>>>now, Fritz 3 would be much stronger, much closer to Fritz 7. And for the same
>>>>>>reason, if we had now exactly the same machines as at that time, we couldn't
>>>>>>have done many of the things we do now. That's all.
>>>>>
>>>>>
>>>>>
>>>>>Many improvements in software do not involve having a better hardware, they just
>>>>>involve having time to work on the program, having ideas and having time to
>>>>>implement them.
>>>>>
>>>>>It just takes time to imagine the new search algorithms and to work out all the
>>>>>cases where your evaluation fails. For example it takes time to evaluate better
>>>>>the passed pawns, and I can tell you it does not involve having a better
>>>>>computer...
>>>>>
>>>>>Fritz3 is pretty poor at evaluating passed pawns. Frans did not need a better
>>>>>computer to solve this, he just needed more time to work on the program, and
>>>>>that's why Fritz4 was better in this regard, then Fritz5 was better and so on.
>>>>
>>>>I agree about needing time, but I don't think this is a good example. A couple
>>>>of years ago, memory was quite limited, so no place for pawnhashtables. Without
>>>>hashtables, evaluating pawnstructures is quite a hard job so it was kept simple.
>>>>
>>>>Passed pawns ( with other pawn stuff) is IMO an example of where hardware
>>>>improvements improved the precision of the evaluation, more than just speed it
>>>>up.
>>>
>>>Hi.
>>>
>>>How you do it?
>>>
>>>I don't have implemented yet pawn hashtables(in part because I don't believe
>>>they would help me more than a bit, if), but how do you use it to handle passed
>>>pawns? I suppose you store only the score?
>>
>>No, I just use it to identify some characteristics.
>>
>>>if so, how you do it to not calculate
>>>passed pawns anyway in eval to see if it is obstructed or supported?
>>
>>You still have to do some work, but you can reduce it.
>>
>>My pawnhashtable consist of a lot of bytes where a bit is set if there is a
>>passedpawn, doublepawn, backwardspawn or anypawn on that file. (so 4 bytes times
>>2 colors)
>>
>>This is quite expensive but on average I can take it out of the hashtable 99.9%
>>of the time. So basicly I can do whatever I want in my pawnstructure code.
>>
>>Isolated pawns I dont store because they can be calculated by:
>>onepawn[player] and not((onepawn[player] shl 1) or (onepawn[player] shr 1))
>>
>>Further I hash the kingsafety left and rigth for both sides,( absence of pawns)
>>and a score if the pawn is defended by other pawn etc.
>>
>>In my pawn evaluation I just and the line of the pawn with the byte to see what
>>kind of pawn it is, then I look for the other stuff.
>>So fe:
>>if passedpawnbyte[color] and (1 shl (pawnfile))<>0 then //check if there is a
>>piece in front of this pawn etc.
>>
>>If kingfile>E1 then safety[player]:=kingsafetyright[player]*weightedmateral
>>if kingfile<D1 then ..
>>else // king still in the middle
>>  if onepawn[player] and (1 shl kingfile)=0 then //your on a semiopen line
>>  if onepawn[oppo] and (1 shl kingfile)=0 then //even worse it's open
>>etc
>>
>>
>>>by the way
>>>also the material on the board would be hashed?...
>>
>>No, only pawns. Your pawn hitrate would go down too much if you include it.
>>
>>Material is a different hashtable in my program(I have 5 in total) This has the
>>funny sideeffect that my speed on ply 10 is about 5 times that of ply 2-3 (
>>still filling the tables) on testpositions. In game the difference is smaller
>>but still noticable.
>
>Hi Tony!
>
>Not that I understand all what you wrote, but thanks for taking the time to
>explain!

Just ask. I'm not a teacher but I don't explaining to interested people.

>I have thunk about implementing the pawn hashtable but thought that storing it
>only a part of it and also tweaking it later would make my code more messier and
>not faster.

In my program, filling this table is a different procedure and can be used as a
black box.

>And always prefer to think more time about the eval itself, and also
>exponential improvements, not linear anyway.

Me too, but at a certain point the exponential ones are finished and you should
go on with the linear ones.

>By the way, 5 hashtables... wow :) I have only 2, the eval and the normal, by
>the way I have 59% of ram for the eval one, I know that other programs destinate
>much less for that, well, I hope enough ram is used.

Way too much. ( My experience, not the absolute truth )
Take some tests. One counter for calls to materialhashtable, one for getting a
hit.
Materialhashtable scored very bad in my program. I needed 64 Mb to get a decent
hitrate ( only 50%, and you can't even trust the result) . You can use those for
more usefull things. ( king distance to pawns (very usefull for endgames), in
memory endgame tablebases etc.)

cheers,

Tony

>
>Be well...



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