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Subject: Re: SEE & accuracy

Author: Henk Bossinade

Date: 10:08:28 08/22/04

Go up one level in this thread


On August 22, 2004 at 12:01:36, Robert Hyatt wrote:

>On August 22, 2004 at 11:24:07, Dan Honeycutt wrote:
>
>>On August 21, 2004 at 17:52:58, Robert Hyatt wrote:
>>
>>[snip]
>>>
>>>No x-rays is a serious shortcoming.  IE two rooks attacking the same square in
>>>battery.  If you don't include the second rook I could see how SEE could cause
>>>problems.  I handle X-rays pretty easily and always did even back in CB days...
>>
>>Could you not say the same thing for pins?
>
>It is a less serious problem, IMHO.  x-rays are very common.  Two rooks or rook
>and queen lined up.  Ditto for bishops/queens.  Or bishops/pawns/queens, and so
>forth.
>
>
>>
>>I started with a really cheap SEE which was just MVV/LVA with a call to
>>InCheck() to see if the captured piece was defended.  Using that to cull
>>captures in QSearch was a definite help (once I got rid of a bug where I threw
>>away the good captures and kept the bad ones)
>>
>>Buoyed by that I wrote a better SEE that took into account all attackers and
>>defenders.  No discernable increase in strength.
>>
>>So I wrote a still better SEE looking for x-rays aka what you do in Crafty.  No
>>discernable increase in strength.
>>
>>Now I'm working on adding pins.  I keep hoping but I'm afraid it will be another
>>no discernable increase in strength.
>
>
>It depends on what you use the result for.  If you use it to toss out lemon
>captures in the q-search, more accurate is better,  but remember that the
>q-search is far-removed from the root position.  In a normal game, crafty hits
>14=15 plies in the middlegame.  q-search errors don't seem to be a problem with
>a search that deep covering for the mistakes.  At blitz it might be worse
>although in 5 min games on ICC crafty hits 12 plies in the middlegame a lot,
>which still covers for the errors.


Why would depth compensate for errors?
There can be long stretches without material change, so
an inaccurate q-search doesn't seem harmless to me.


>
>Stuart is reporting the opposite...  that SEE is killing his tactical scores.
>That is what I can't understand, because the pruned q-search tree should make
>him faster and tactically stronger, not the opposite, unless there is a serious
>flaw somewhere...
>
>
>
>
>>
>>Really rather frustrating.  I keep making what I think should be improvements
>>and get no results.
>>
>>Dan H.
>
>I found the same with SEE and pins.  I did one of these years ago (the comments
>in main.c should say where) as Joel Rivat and I were comparing notes early in
>my/his bitboard programming.  Joel wanted as much accuracy as possible, and
>convinced me it was important.  Adding pins was not that difficult, but it
>slowed the SEE code down and seemed to offer no advantage except in contrived
>test positions we created.  I threw it out and kept my current SEE
>implementation...



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