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Subject: Re: ProbCut: An Effective Selective Extension of the Alpha-Beta Algorith

Author: José Carlos

Date: 09:25:04 07/22/04

Go up one level in this thread


On July 22, 2004 at 09:57:37, martin fierz wrote:

>On July 22, 2004 at 08:24:32, Anthony Cozzie wrote:
>
>>On July 21, 2004 at 10:20:30, Albert Silver wrote:
>>
>>>Hi,
>>>
>>>This is probably old news to many, but I ran across the pages of Michael Buro
>>>(http://www.cs.ualberta.ca/~mburo/), and saw an article on ProbCut, highly
>>>recommending it, and even mentioning its inclusion in a version of Crafty 18.15.
>>>
>>>"ProbCut works in chess on top of null-move search! Download
>>>mpc_crafty_18.15.tgz to play with it. We encourage all chess programmers to
>>>experiment with ProbCut!"
>>>
>>>One can download the article "ProbCut: An Effective Selective Extension of the
>>>Alpha-Beta Algorithm" on his page of publications
>>>(http://www.cs.ualberta.ca/~mburo/publications.html) as well as a follow-up
>>>article "A.X. Jiang and M. Buro, First Experimental Results of ProbCut Applied
>>>to Chess", Proceedings of the Advances in Computer Games Conference 10, Graz
>>>2003.
>>>
>>>For new programmers looking for material, this is certainly one, plus it might
>>>be added to the links in the Computer Chess Resource Center.
>>>
>>>                                    Albert
>>
>>To me, ProbCut just seems wrong.  How can you throw out an 8 ply search based on
>>a 4 ply search and expect to get things to work, unless your margin is just
>>huge?  (Null move is obviously completely different here).
>
>i suppose this depends on the game. e.g. checkers is much more benign in terms
>of evaluation - you can hardly misevaluate a position seriously if you simply
>count material. if you have won a man, you win the game (there are some
>exceptions of course...). => using probcut there makes a lot of sense.
>for chess, i don't see why it shouldn't work at all. of course nullmove is
>different, but both are methods to realize when you can stop wasting your time
>on useless positions. i'd say probcut is much closer to the human way of
>reasoning than nullmove. when i play a game of chess i stop searching at some
>point and evaluate the position, because i think it's safe to do so. i never
>think "now if the opponent could make two moves in a row....".

  Actually, I think we do sort of null move. In a certain complicated position,
I analyze a line, see I win material, then stop analyzing and ask myself "can my
opponent threaten me anything?". Maybe he can push a passed pawn. I let him play
again (assuming it's my turn in the final position) and do a quick search to
verify he can't hurt me.
  Not exactly a null move, but a similar idea.

  José C.


>probcut will work on the majority of positions where one side has bludered
>material. to get it working for the cases where one side sacced material for a
>deadly attack is going to be the problem!
>
>cheers
>  martin



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