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Subject: Re: statistics and move ordering

Author: Steffen Jakob

Date: 08:39:09 08/10/98

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On August 10, 1998 at 10:16:23, Robert Hyatt wrote:

>>>I would like to tell you something about an idea which I had this
>>>weekend. I talked a bit about it with Bruce at ICC and he said that it
>>>might already be a known idea. I would appreciate some feedback.
>>
>>>Some time ago someone (KK?) posted statistics about the first moves of
>>>white. This seemed rather useless for me. More interesting would be
>>>the the likelihood of _any_ move played in a won game by a strong
>>>player. This information e.g. could be used for a trivial move
>>>ordering. My plan is to do the following:
>>
>>>1. Use a precalculated list of all possible moves for the move
>>>   generator in your chess engine.
>>>2. Add a counter to the move structure
>>>3. scan a large database with only high quality games and
>>>   increment the counter for each game where the winner made this
>>>   move.
>>
>>You will find the idea in Rebel10. It will be an option as I don't know
>>if it makes the program stronger or weaker. The idea goes further in
>>respect that results found in the database are subject to the Rebel score.

>I think you misunderstood, based on comments I had with him on ICC this
>morning.  IE he was talking about using this to *order* moves, not affect
>the final score, as I understood him.  IE if a GM played this move most,
>then order that first wherever the position occurs in the tree...
>
>Which I don't think will work well at all, since that might take a deep
>search before it looks best to a program, and putting a non-best (to the
>program) move at the top of the move list will hurt and not help the search
>speed...
>
>Unless I misunderstood everything he said, that is.. :)

Actually move ordering was the first thing which came into my mind how I could
use the counter data and that was what I told you when we chatted in ICC today.
But as I mentioned in another posting it would be also possible to use the
counter values for the evaluation itself. I didnt know that Ed is already doing
this with Rebel :-). If you doing this, the move ordering makes sense, too,
because then move order should correlate with the evaluation function.

>>For every move found in the database Rebel will give a flexible bonus or
>>penalty based on the percentage and average ELO found in the database.
>>
>>In this way it is the database who will guide Rebel which move to play.
>>Blunders are automatically filtered because the search will decide after
>>all.

>>>The counter could be used to perform a very simple but also cheap move
>>>ordering or even for the evaluation itself. This idea could be improved
>>>if you don't store only a counter but a set of (pawnstruct, counter)
>>>pairs.

Best wishes,
Steffen.



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