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

Author: Daniel Shawul

Date: 22:15:53 07/22/04

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On July 22, 2004 at 16:12:35, martin fierz wrote:

>On July 22, 2004 at 10:30:24, Daniel Shawul wrote:
>
>>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....".
>>>
>>>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
>>
>>Hello
>>
>
>hi daniel,
>
>>are you the same guy who wrote a checkers interface?
>yes! check out my profile ;-)
>
>>4/5 years ago i tried to follow the protocol you put on your page
>>and write a checkers program ("damma" in amharic).
>
>do you mean "tried" or do you mean "succeeded"? i'm afraid my dll protocol isn't
>very clear, i hope you meant succeeded!
>
>>the rules for
>>checkers here in my country are a bit different than yours.
>they are different in every country :-(
>
>
>> I think it
>>is more similar to Italian Checkers. Also there is another similar game
>>"Tankegna" where a king is allowed to move any no of squares like a queen.
>>Are there lots of engines compatible to your interface[like in WinBoard]?
>
>there are some; but not very many - check out http://www.fierz.ch/engines.htm
>there are some more which are unpublished, i know of at least 3 english checkers
>engines that exist.
>
>>I have a already a dll somewhat compatible to yours.
>hmm, what could "somewhat" compatible mean? if it works under CB i'd love to add
>a link to your engine if you have it for download. if you don't have a webpage
>i'd be happy to host it!
>
>cheers
>  martin

I did succeed but some rules weren't correct.
I will work on "english checkers" along with DanChess.
Will send it to you as soon as it works fine.

best
daniel



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