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Subject: Re: deep blue versus diep

Author: Vincent Diepeveen

Date: 04:41:00 04/13/03

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On April 13, 2003 at 00:14:52, Omid David Tabibi wrote:

may i remind you that many programs use R=3 basically with exception sometimes
of the nullmove of depthleft == 4.

I'm doing more in qsearch than you do.

Further your verification search is using R=3 too with a bug in the hashtables
management. Because of that bug which is that you do not store in hashtables
whether a search result is based upon a verification or not, the worst case
performance of verification search is R=3.

Best regards,
Vincent

>On April 12, 2003 at 22:45:19, Vincent Diepeveen wrote:
>
>>On April 12, 2003 at 13:20:51, Omid David Tabibi wrote:
>>
>>>On April 12, 2003 at 10:02:43, Uri Blass wrote:
>>>
>>>>On April 12, 2003 at 09:17:31, Omid David Tabibi wrote:
>>>>
>>>>>Quite an interesting read Vincent.
>>>>>
>>>>>I'm afraid you are investing too much in the parallel speedup though. Any
>>>>>hardware speedup will be linear (at best) while algorithmic enhancements are
>>>>>exponential. If you manage to search one ply deeper by an algorithmic
>>>>>improvement, the gain will be more than any parallel speedup can yield.
>>>>
>>>>I agree that the hardware speedup from parallel search will be linear at best
>>>>but linear improvement is not always less than one ply.
>>>
>>>Diep is already parallel. I assume that he will get far less than a 4x speedup
>>>for his latest work on massive parallelism. Assuming an effective branching
>>>factor of 4, that speedup will equal one ply.
>>
>>b.f. = 2.9
>
>Because you are using standard R=3; but is the search reliable? That bf will not
>be of much use if it causes Diep to find the correct move two plies later in
>comparison to its competitors. When was the last time you compared Diep's
>performance to other engines using test suites?
>
>BTW, I can get even a smaller branching factor than yours in no time. I will
>just use standard R=6 :)
>
>
>
>>
>>>
>>>
>>>>
>>>>If the number of processors is big then it can be more than one ply.
>>>>
>>>>I believe that it is possible to get a lot more than one ply by pruning and
>>>>extensions but I decided that I prefer first to improve movei's evaluation and
>>>>only later to improve movei by better pruning and extensions because evaluation
>>>>is one of the things that is used in decisions about pruning and extensions.
>>>>
>>>>I believe that Movei's main problem in games with programs at similiar strength
>>>>is in the endgame so I will probably do some improvement in that stage before
>>>>going back to search.
>>>>
>>>>Uri



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