Author: Ricardo Gibert
Date: 00:05:16 06/04/02
Go up one level in this thread
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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