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Subject: Re: Algorithms vs. knowledge - What to do next?

Author: Ricardo Gibert

Date: 00:05:16 06/04/02

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On June 04, 2002 at 02:52:36, Dann Corbit wrote:

>On June 04, 2002 at 02:33:55, Russell Reagan wrote:
>
>>On June 04, 2002 at 02:26:57, Dann Corbit wrote:
>>
>>>You can do things in parallel.  When you are bored with search, work on eval.
>>>When you are bored with eval, work on search.  A lot of time will be spent
>>>removing bugs.
>>
>>What exactly is there to work on in terms of search?
>
>Here is some goo from Dark Thought:
>DARKTHOUGHT is a fast yet sophisticated alpha-beta searcher using PVS/NEGASCOUT
>[51,174] with state-of-the-art enhancements like normal futility pruning,
>internal iterative deepening [7,184], dynamic move ordering (history+killer
>heuristic) [3,76,180,183,191], recursive null-move pruning [20,62,77], selective
>extensions [7,17], interior-node recognizers [94], and an extended transposition
>table [161,191]. On average, all enhancements taken together reduce the
>effective branching factor of DARKTHOUGHT to 2-3 and its search-tree size to
>roughly 55% of that of the according minimal tree [124].
>
>Try to do all of these:
>http://www.ast.cam.ac.uk/~cmf/chess/theory.html
>
>You could get fancy with TD-Lambda learning.
>
>You might try conspiracy search for a mate finding mode.
>
>Add multiple threads.
>
>Here is a list of cool stuff:
>Iterative deepening, transposition (hash)tables, evaluation
>hashtables, piece-value tables, refutation tables, history
>heuristic, killer heuristic, full/ partial move ordering,
>quiecence search, null move/ rule-based/ other forward
>pruning, principle variation search, alpha-beta algorithm,
>full/ aspiration/ null window search, negascout algorithm,
>which end-game databases, egdb-validated rules/ chunking,
>MTD(f), singular/ check/ (re-)capture/ (mate-, king-,
>promotion-)threat/ attack evading/ probcut extensions,
>internal iterative deepening, razoring, SSS */ conspiracy/
>proof number search, hand-tuned/ genetic/ neural network
>guided optimisation, chess opponent modelling, YBWC/
>PV-split/ CN /Abdada/ Jamboree work -stealing scheduler
>parallel algorithm.
>
>
>Myabe you can invent a new idea.
>
>Pondering and time control are also very important.  In fact, probably a lot
>more important than most people think.
>
>Here is stuff for the evaluation...
>
>Get a series of books like this:
>1.   Winning Chess Openings (Winning Chess)
>by Yasser Seirawan
>
>2.   Winning Chess Strategies : Proven Principles from One of the U.S.A.'s Top
>Chess Players (Winning Chess)
>by Yasser Seirawan
>
>3.   Winning Chess Tactics (Winning Chess)
>by Yasser Seirawan
>
>4.   Playing Winning Chess (Winning Chess)
>by Yasser Seirawan
>
>5.   Winning Chess Brilliancies (Winning Chess)
>by Yasser Seirawan
>
>6.   Winning Chess Endings (Winning Chess)
>by Yasser Seirawan
>
>and code up everything he says.

I'll go out on a limb and suggest you may possibly be a fan of Seirawan ;-)

>
>>Does this include things
>>like move ordering?
>
>Move ordering is not part of the evaluation, but it will strongly affect the
>speed of the search.  You must search the best move first or alpha-beta goes
>right back into the mini-max toilet.
>
>>Other than that, it sounds like somewhat of a black art.
>>Like you say that the "limit" is the number of nodes in the principle variation,
>>so theoretically there is a TON of room for improvement, but it also seems like
>>there isn't any clear way of achieving that. So it sounds like other than move
>>ordering, it's kind of a research area, unless I'm missing some other things
>>that are included in the area of "search", when you speak of improving it.
>
>Lots of stuff is published.  Enough to keep you busy for years implementing it.
>By the time you have it all implemented, there will be enough stuff in your
>cranium that you might start inventing stuff.



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