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

Author: Robert Henry Durrett

Date: 12:28:03 06/04/02

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On June 04, 2002 at 15:11:31, Uri Blass wrote:

>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

Thanks.

What I was trying to do is to better understand which positions are evaluated
[only the position which occurs immediately after a move? Other positions
occurring during search?], the form/format/content of the evaluation findings,
and how these might be processed or utilized.

Probably different for each chess engine?

***Could there be room for new ideas here?***

Bob D.



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