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Subject: Re: sliding attacks in three #define

Author: Anthony Cozzie

Date: 09:27:17 04/13/04

Go up one level in this thread


On April 13, 2004 at 11:51:51, Omid David Tabibi wrote:

>On April 13, 2004 at 11:24:22, Vasik Rajlich wrote:
>
>>On April 13, 2004 at 09:40:41, Omid David Tabibi wrote:
>>
>>>On April 12, 2004 at 14:45:28, Christophe Theron wrote:
>>>
>>>>On April 12, 2004 at 07:50:47, Tord Romstad wrote:
>>>>
>>>>>On April 12, 2004 at 00:09:48, Christophe Theron wrote:
>>>>>
>>>>>>On April 11, 2004 at 13:52:59, Tom Likens wrote:
>>>>>>
>>>>>>>On April 10, 2004 at 21:53:17, Christophe Theron wrote:
>>>>>>>
>>>>>>>>On April 10, 2004 at 15:55:17, Tom Likens wrote:
>>>>>>>>>
>>>>>>>>>I'm not sure where I come down on the bitboards vs. non-bitboard
>>>>>>>>>architectures.  My engine is a bitboard engine, but that doesn't
>>>>>>>>>necessarily mean that the next one will be bitboard based.
>>>>>>>>>
>>>>>>>>>I don't believe though, that because no bitboarder has topped the
>>>>>>>>>SSDF list that this really constitutes any kind of proof.  My strong
>>>>>>>>>suspicion is that if all the top commercial programmers converted
>>>>>>>>>over to bitboards tomorrow (yourself included) that *eventually*
>>>>>>>>>their new engines would again rise to the top of the SSDF.  I'm
>>>>>>>>>beginning to suspect that creating a strong (i.e. world-class) engine
>>>>>>>>>involves a helluva lot more than just the basic data representation,
>>>>>>>>>but instead involves...
>>>>>>>>>
>>>>>>>>>1. 24/7 dedication
>>>>>>>>>2. A *real* way to measure progress
>>>>>>>>>3. A selective search strategy that works 99.99999% of the time
>>>>>>>>>4. Attention to about 2^64 minor details
>>>>>>>>>5. A failed marriage (okay, maybe this is extreme but you see the point)
>>>>>>>>>
>>>>>>>>>regards,
>>>>>>>>>--tom
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>Number 5 (or something close) was the reason why Tiger has made such a progress
>>>>>>>>between 1997 and 1999. :)
>>>>>>>>
>>>>>>>>Number 2, seriously, is worth spending several months on it.
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>    Christophe
>>>>>>>
>>>>>>>This has been my main focus over the past few weeks.  It's become readily
>>>>>>>apparent to me that the improvement slope from here on up is much steeper
>>>>>>>and I rather not waste my time implementing features that I can't properly
>>>>>>>test.
>>>>>>>
>>>>>>>regards,
>>>>>>>--tom
>>>>>>
>>>>>>
>>>>>>
>>>>>>That's the secret of real professional chess programmers.
>>>>>
>>>>>Of course you don't want to reveal your secrets, but it would be interesting if
>>>>>you could answer
>>>>>the following question:
>>>>>
>>>>>Assume that you make a change to your engine which improves the playing strength
>>>>>by
>>>>>about 10 Elo points.  How many hours of CPU time do you need before you are sure
>>>>>that
>>>>>the change was an improvement?
>>>>>
>>>>>Tord
>>>>
>>>>
>>>>
>>>>I would say approximately one week, and I would not even be really sure it is an
>>>>improvement. We are talking about a 1.5% improvement in winning percentage here,
>>>>it's below the statistical noise of a several hundreds games match if you want
>>>>95% reliability!
>>>>
>>>>And unfortunately a 10 elo points improvement is becoming rare for me. Most of
>>>>the changes I try make the program weaker, and many changes do not provide any
>>>>measurable improvement!
>>>>
>>>>That's why not having a strong test methodology is totally out of question if
>>>>you are serious about chess programming.
>>>
>>>Devoting a whole week with 5 computers working 24/7 is a luxury few can afford.
>>>During the past two years I have developed Falcon from a 2200 engine to a 2700+
>>>engine it currently is, all on one humble P3 733MHZ machine.
>>>
>>>In order to reach a 2700 level, the search should already be good enough. But
>>>beyond that level, it is mostly the evaluation that matters. Since the Graz
>>>WCCC, I have been spending almost all my time working on evaluation function.
>>>The work on search has been limited to modifying one pruning here, one extension
>>>there, etc. But again, beyond 2700, it is evaluation that matters. And I fully
>>>agree with Vincent on that.
>>>
>>>It is almost impossible to test a single evaluation change to see whether it
>>>improved the strength. If you change the evaluation of knight outposts by a few
>>>centipawns, good luck testing it... In those cases you have to highly rely on
>>>your feelings and chess knowledge, and then after doing many changes, test them
>>>as a whole to see if they improved the strength. Just my two cents.
>>>
>>>
>>
>>Omid,
>>
>>I'm curious, how many NPS does Falcon do? (Of course give hardware.)
>
>Falcon's NPS is about the same as Shredder on one precessor.
>
>
>>I take it
>>from the above that your search is essentially null-move based (possibly except
>>near the leaves).
>
>Modified verified null-move pruning, plus another custom forward pruning, and
>various extensions.
>
>>
>>I have the theory that there are three viable approaches to making a top engine:
>>
>>1) ultra-high NPS, brute force (ie null move, some stuff at & below tips)
>>2) ultra-high NPS, selective
>>3) moderate NPS, ultra-selective
>>
>>Somehow, moderate NPS brute-force doesn't make much sense to me.
>>
>>Of course, practice should drive theory so there might be room in the above for
>>a #4. :-)
>>
>
>Various approaches are possible. Speaking for myself, up to the 2700 level the
>main strength increase came from improved pruning techniques. But after reaching
>that level, most of the problems will be with evaluation, not search.
>
>I don't think ultra-high NPS with good selectivity is enough for winning a WCCC
>title. What is the point of searching 18 plies just to apply a primitive
>evaluation function?

However, T ~ C^2 where T is time spent and C is complexity of the eval :)

anthony


>>Vas
>>
>>>
>>>>
>>>>Even with a good test methodology chess programming is still an art: in many
>>>>cases you have to decide with your feelings, because the raw data does not give
>>>>you a definite answer.
>>>>
>>>>Now of course there are small improvements that I do not even need to test for a
>>>>long time: if I find a way to make my program 10% faster without changing the
>>>>shape of the tree, then all I need to do is run some safety tests that will only
>>>>look at the number of nodes searched on a large set of positions and compare it
>>>>to the last stable version.
>>>>
>>>>But that does not happen often! :)
>>>>
>>>>
>>>>
>>>>    Christophe



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