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Subject: Re: Hsu Presents a Paper at

Author: Don Dailey

Date: 10:43:50 06/27/98

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On June 27, 1998 at 10:15:40, Vincent Diepeveen wrote:

>Hello Bob you're lately telling us a lot of new facts,
>
>I remember that some time ago (2 years perhaps?)
>we already knew the DB speed. i claimed that getting 18-20 ply
>would be no problem for them if they stripped some extensions,
>improved move ordering and used nullmove.
>
>At that time you told your audience that getting 20 ply was
>*impossible* and challenged me.
>
>Right now my program GETS 20 ply in several middlegame
>positions after 24 hours of analyses (and i'm not referring to
>positions where you need to make a forced move like recapture),
>but i'm also in the pruning buiseness, so probably this doesn't count
>in your eyes as some stupid variations get pruned by Diep.
>
>Note that very important is the fact that i'm having 80MB of ram now,
>under NT i use 60MB of hash under DOS 64MB. It appeared that
>big hashtables at analysis level give a lot (which is rather unsurprising).
>
>Now how big was my surprise when reading next:
>
>>Again... if DB used null-move R=2, with a search like mine, they would do 20+
>>plies in middlegame.  They do extensions instead.  I do 12 plies at 200K nodes
>
>How can they at hardware which is slower than was expected few years
>ago (i still remember an email from one of the teammembers very well
>where they expected to make a chip which got 5-10M nodes a second,
>and that has become finally 2.5M)
>get suddenly 20+ ply without my 'dubious' forward pruning, but with
>the stuff discusses in RGCC, and they even could search deeper
>in your opinion?
>
>This needs some explanation!
>
>>per second.  They are 1,000 times faster... with a branching factor of roughly
>>2.5, what is log base 2.5 of 1000?  That's my search depth at that speed.  So
>>*obviously* they are doing something else.  You compare your 12 plies to their
>>12 plies.  I say that's total hogwash.
>
>Ok ask IBM for old printouts of the match and we can easily compare their
>mainlines to our mainlines.
>
>Don't do whether their 12 ply is in fact 24 ply or 13 ply.
>
>12 ply is 12 ply, if you use nullmove you run zugzwang risks. If you don't
>do checks in q-search you even miss obvious mate threats last couple
>of ply, if you prune a lot you might sometimes miss something like
>heavy sacraficing for a mating attack; but lucky none of this all happened
>in the games.
>
>Their 12 ply aren't more holy than mine 12 ply. I admit: i prune, so certain
>stupid lines which might win might get pruned. There were no
>difficult ! moves played by Deep Blue, no difficult sacrafices, no
>mate in 40 announced, and win in 23 ply (23 ply for Diep: Kf1? in game
>II, where Kh1! wins forced) was missed by Deep Blue.
>
>Yet it plays a horrible move which is only 1 ply deep (12.Bxg6? in game 4
>after the moves:
> 1. e4 c6         2. d4 d6         3. Nf3 Nf6       4. Nc3 Bg4
> 5. h3 Bh5        6. Bd3 e6        7. Qe2 d5        8. Bg5 Be7
> 9. e5 Nfd7      10. Bxe7 Qxe7    11. g4 Bg6       12. Bxg6 hxg6)
>
>This move Bxg6 can be easily prevented if a program knows that
>after hxg6 the simple pattern g6,g7,f7 open h-file is not a bad doubled pawn.
>
>This is a beginners fault of 1 ply. So how deep did Deep Blue search?
>
>Please test your programs at it. If i remember well this pattern is also in
>psion.
>
>Vincent

Hi Vincent,

I'm not sure comparing principal variation length is a good way
to compare.  Probably best is just looking at a lot of tactics
to give a true sense of what is being seen and how soon.  But
even tactics are misleading as I can get tremendous improvements
in tactics while weakening the program.   I think it's becoming
more and more important to see quiet moves since computers are
rarely going wrong in tactics.

But what kind of test can we give to show what a computer is
really seeing?   This is a difficult problem.  We must also
know what it is deducing from positional heuristics.  I think
the right kind of tactical test would work the best although
nothing will be perfect.  I would want to see a tactical set
that was not overly sensitive to checks, mate threats and
captures, usually extension algorithms that deal with these
moves improve tactics much more that actual chess play.

Based on discussions I've had with Shu and Murray, my opinion
is that they do way too many of these extensions.  They have
told me they can lose 2 or 3 ply and seem to have every possible
extension algorithm known to man.   This means anything that
anything they need to see that slips through their network of
extensions  can take over a hundred times longer to see!  A
lot of ideas in chess are much more than check-check-check-mate
but are more sophisticated things that require seeing subtle
maneuvers and such.

The rule of thumb I use is that it is significantly more important
to "minimize the worst case behavior."   Making it sees a flashy
tactical shot 10 times faster is probably bad if the price you
pay is that all other things are 2% slower.

In almost all sports and human endeavors the principle is the
same.  The saying "a chain is as strong as its weakest link"
makes a lot of sense.

Selectivity is exactly the same double edged sword.  The more
of it you use,  the more vulnerable you are to shallow tactics
but also the more deep tactics you pick up in a given amount
of time.  It is very easy to go overboard and suddenly you
have a chain with a VERY weak link.

The main thing I've noticed about all this tactical stuff is
that you never really win a game on tactics.  The win had to
already be in the position.   Sometimes you will play a stupid
move that you would not have played if you saw tactics better,
but most programs are not really focused on this problem, most
test sets are designed to see if your program can find a win
in a won position.   I have yet to see Deep blue or any other
program find a win in a lost position.

- Don



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