Computer Chess Club Archives


Search

Terms

Messages

Subject: Re: Evaluation-based Reductions and/or Extensions

Author: Vasik Rajlich

Date: 15:27:00 12/29/03

Go up one level in this thread


On December 29, 2003 at 08:44:15, Tord Romstad wrote:

>On December 29, 2003 at 03:47:11, Vasik Rajlich wrote:
>
>>On December 28, 2003 at 21:07:34, Tom Likens wrote:
>>
>>>On December 28, 2003 at 16:55:49, Tord Romstad wrote:
>>>
>>>>Hi Tom!
>>>>
>>>>That's precisely what I am doing in Gothmog, as you probably know.  I'm glad
>>>>to hear that you try similar ideas, and that your first results are promising.
>>>>I've found that it takes lots of tuning and testing before it works well,
>>>>but I think such techniques have great potential in the long run.  If it's
>>>>done right, most of the improvements you do in your evaluation function will
>>>>automatically improve the accuracy of your search.
>>>
>>>When I first started experimenting with this idea I was *very* aggressive.
>>>Interesting it didn't really hurt the programs tactics and it seemed to
>>>reach much deeper depths while searching, so I was very excited.
>>>Unfortunately, when I played the new version against the older non-pruning
>>>version it lost rather badly.  So, now I'm starting out in a more
>>>conservative fashion and tuning the reductions based on actual games.
>>>
>>>>>My (obvious) question, how do other programmers deal with this phenomenon?
>>>>>I suppose ignoring it is one option, but I'm hoping there is a better
>>>>>solution.
>>>>
>>>>I agree that this problem is extremely annoying, and I have spent lots of
>>>>time and effort trying to find a solution.  Unfortunately, I still haven't
>>>>found any good ideas. I asked a question about exactly this problem here in
>>>>CCC just a couple of days ago, but the only person who replied was Dieter
>>>>Bürssner, who also hadn't found a better solution than just ignoring the
>>>>problem and hoping it wasn't too important.
>>>>
>>>>Tord
>>>
>>>The fact that neither yourself nor Dieter have found a satisfactory solution
>>>illustrates the difficulty of the problem.  It may be possible to tag these
>>>nodes when they are saved into the hash table and simply use them for move
>>>ordering, as Uri suggested.  I need to gather some data before I can make
>>>any kind of intelligent decision.  I do agree though that the concept has
>>>*massive* potential.  I wouldn't be surprised if this wasn't part of the
>>>"secret" of the commercial programs, (especially that Tiger fella) ;-)
>>>
>>>--tom
>>
>>Hello,
>>
>>It seems to me that there is a way to deal with this.
>>
>>Let's say you're at node A going to node B. You can statically evaluate node A,
>>statically evaluate the move (A->B) in the context of node A, apply the
>>appropriate reduction/extension, and enter node B with the already
>>extended/reduced search depth. In this case, node B will go into the hash table
>>with that new remaining search depth.
>
>As far as I can see, this doesn't solve the problem, but just moves it to a
>different
>node.  Consider the simplest and most well-known path dependent extension:
>The recapture extension.  The move (A->B) could be a recapture in one node and
>not be a recapture at a different node with the same position on the board.  The
>node
>B will be stored correctly in the hash table, but there is a problem with node
>A.
>
>Tord

That's true. I wonder though if you couldn't restrict yourself only to
extensions which depend on a static analysis of A and the move (A->B), rather
than including what happened before A. For example, the recapture extension
could be reformulated as an extension for moves which capture a piece and
restore material equality. This doesn't seem inferior in any way. I would guess
that node A itself should contain all the information you need.

Vas




This page took 0 seconds to execute

Last modified: Thu, 15 Apr 21 08:11:13 -0700

Current Computer Chess Club Forums at Talkchess. This site by Sean Mintz.