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

Author: Uri Blass

Date: 12:11:31 06/04/02

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On June 04, 2002 at 14:35:08, Robert Henry Durrett wrote:

>On June 04, 2002 at 13:12:14, Uri Blass wrote:
>
>>On June 04, 2002 at 10:49:00, Vincent Diepeveen wrote:
>>
>>>On June 04, 2002 at 08:54:57, José Carlos wrote:
>>>
>>>What i read in Dann's words is he is more believing in search
>>>rather than the knowledge. If that's the case then i think he is
>>>wrong.
>>>
>>>I do not see how to easily improve search either.
>>>
>>>Let's compare diep 1998 with diep 2002.
>>>
>>>Of course when takling about eval we are quickly finished. It's
>>>way bigger now and way better. Let's just compare the SEARCH now.
>>>
>>>DIEP 2002: 8 probes hashtable, nullmove R=3 always, 2 killermoves,
>>>complex move ordering but not that much changed last years,
>>>some complex extensions but those
>>>do not contribute much to the game, at most solve testsets a bit
>>>sooner. quiescencesearch is pretty complex but compared to 1998
>>>very simple as i do way more there now.
>>>
>>>Now DIEP 1998, this is a very complex search. First of all i did
>>>all kind of efforts to not get too undeep. It was getting not enough
>>>depth at tournament level to even see basic tactics which i see.
>>>
>>>So i did all kind of difficult forward pruning. Also weird things
>>>like special killertables were used. Special information was gathered
>>>in order to search less last few plies and qsearch was way more
>>>limited. Nearly no check was extended in the main search, because
>>>this was to expensive. Hardly any extension was done there.
>>>
>>>Of course it was not a parallel engine, but that's about only thing
>>>which has become more complex in search, though it in fact is still the
>>>same type of search.
>>>
>>>In short my search has become much simpler, especially when talking
>>>about quiescencesearch. I'm not blinking with my eyes now to have
>>>a bigger overhead there!
>>
>>Better search rules does not mean always more complex rules.
>>
>>The right rules also may be dependent on the evaluation and I think that this is
>>a good reason after getting to the level of programs like my program that is in
>>similiar level to the Baron to start with improving the evaluation(otherwise you
>>may waste time on implementing some rules that are good for your stupid program
>>when you will need to change them when you have a better program).
>>
>>I do not like the idea of writing a lot of evaluation code for a lot of cases
>>and I think that a better idea  is to think about few rules that generalize a
>>lot of cases.
>>
>>
>>Uri
>
>Is it fair to infer from the above that you are doing the following?
>
>(1)  First evaluate a position,
>
>(2)  Then chose a small set of "search rules" from a large set of available
>rules [available in your software], with this selection based on the findings of
>the position evaluation,
>
>(3)  And, finally, perform a search from that position using the selected
>"search rules"?
>
>Bob D.

No.

When I said that the right rules may be dependent on the evaluation I meant that
it is possible that the optimal search rules after improving the evaluation is
different(for example it is possible that null move with R=2 is better for a bad
evaluation when null move with R=3 is better for better evaluation).

I do not like to waste time about testing when the new search rules may be worse
for the new evaluation.

What you suggest may be a good idea but today there is only a small set of
search rules and not a large set of search rules.

Uri



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