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Subject: Re: How fast should a search tree expand?

Author: Robert Hyatt

Date: 11:22:05 09/21/98

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On September 21, 1998 at 13:25:12, John Coffey wrote:

>
>>So, roughly, alpha/beta reduces the branching factor from W to sqrt(W).
>>To drive it below that, requires unsafe tricks.  IE null-move is one big
>>winner here, because some nodes are searched less deeply than others, which
>>can reduce the effective branching factor from sqrt(W) to something even
>>less, approximately 2.5-3.0, roughly, in Crafty...
>>
>>
>
>Let us assume that squrt(W) is in the 5 to 6 range, then in order to get
>the numbers down to 2.5 to 3 that we would have be eliminating half of
>all the moves on every branch of the tree.  Seems to me that null-move
>won't even get you close to that, so it occurs to me that most of your
>speed up must be coming from hash-tables being used at every branch to
>get near perfect move ordering, thus improving the efficiency of the
>alpha-beta algorithm.  Is this not so?
>

No...  you are ignoring the exponent, completely.  When you do a null-move
search, you search two plies less deeply.  If *this* causes a cutoff,
you just reduced the total nodes by a factor of *25*.  If this happens
often enough, reducing the branching factor from 5 to 2.5 is not just easy,
it becomes trivial...

>By "near perfect move ordering" I mean that the best move is usually
>tried first.  I am guessing that all the other moves would be close
>to random order.



generally accepted terminology says that if, when you get a fail-high,
it happens on the first move at least 90% of the time, you have what is
called a "strongly-ordered game tree with near-perfect ordering."   Crafty
is sitting at around 92-94% on this statistic...




>
>john coffey



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