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Subject: Re: Blathy problem - mate in 16

Author: Ross Boyd

Date: 23:55:58 04/19/05

Go up one level in this thread


On April 19, 2005 at 19:13:35, Uri Blass wrote:

>On April 19, 2005 at 17:45:29, Ross Boyd wrote:
>
>>On April 19, 2005 at 14:30:07, Uri Blass wrote:
>>
>>>On April 19, 2005 at 13:16:41, Uri Blass wrote:
>>>
>>>>On April 19, 2005 at 07:38:56, Uri Blass wrote:
>>>>
>>>>>On April 19, 2005 at 07:28:01, Uri Blass wrote:
>>>>>
>>>>>>On April 19, 2005 at 05:21:30, Ross Boyd wrote:
>>>>>>
>>>>>>>On April 18, 2005 at 22:55:31, Uri Blass wrote:
>>>>>>>
>>>>>>>>On April 18, 2005 at 22:41:37, Uri Blass wrote:
>>>>>>>>
>>>>>>>>>On April 18, 2005 at 22:29:09, Uri Blass wrote:
>>>>>>>>>
>>>>>>>>>>On April 18, 2005 at 21:32:59, Jeremiah Penery wrote:
>>>>>>>>>>
>>>>>>>>>>>On April 18, 2005 at 07:24:11, Uri Blass wrote:
>>>>>>>>>>>
>>>>>>>>>>>>part of the problem is check extensions and part of the problem is probably
>>>>>>>>>>>>pruning based on evaluation together with other factors that I should improve.
>>>>>>>>>>>
>>>>>>>>>>>Why should check extensions make any difference in this position?  Neither side
>>>>>>>>>>>should be giving any checks.
>>>>>>>>>>
>>>>>>>>>>The problem is that most of the search time is not on the right line but in what
>>>>>>>>>>happens after queen promotion.
>>>>>>>>>>
>>>>>>>>>>Movei cannot find the knight promotion in a reasonable time(I did not try more
>>>>>>>>>>than 30 minutes on a fast PC) but almost all the search time is on queen
>>>>>>>>>>promotion.
>>>>>>>>>>
>>>>>>>>>>After performing the knight promotion finding the mate is easy for movei.
>>>>>>>>>>
>>>>>>>>>>Uri
>>>>>>>>>
>>>>>>>>>Note that check extensions was only a thought and I am not sure that it is the
>>>>>>>>>problem.
>>>>>>>>>
>>>>>>>>>single reply extensions after queen promotion may be a bigger problem(single
>>>>>>>>>reply extensions are done also after a knight promotion but they do not help
>>>>>>>>>much because depth reductions that is not null move pruning are also used and
>>>>>>>>>probably they are used more after knight promotion).
>>>>>>>>>
>>>>>>>>>Uri
>>>>>>>>
>>>>>>>>Checking show that you are right that check extensions are not the problem and
>>>>>>>>single reply extension is the problem that prevent movei to go deep because
>>>>>>>>after queen promotion there are a lot of moves that force single reply that are
>>>>>>>>not checks.
>>>>>>>>
>>>>>>>>Uri
>>>>>>>
>>>>>>>:-)
>>>>>>>
>>>>>>>That sounds like the cause of the problem. The tree would explode. Do you limit
>>>>>>>single replies in any way? In 99% of positions its not going to be a problem
>>>>>>>anyway, so no need to fix it. Maybe put a hard limit of 4 non-check extensions
>>>>>>>or whatever works best.
>>>>>>>
>>>>>>>Ross
>>>>>>
>>>>>>I limit them but the limit is not based on their number but based on evaluation
>>>>>>and if the side that force the single reply is clearly winning I do not extend.
>>>>>>
>>>>>>Uri
>>>>>
>>>>>I hope that I have another idea to limit them and also to limit check extensions
>>>>>but I am not sure if it works and I plan to try it.
>>>>>
>>>>>I know that there are positions that movei cannot go deep because of heavy check
>>>>>extensions(this position is not the case) and I have an idea how to stop it.
>>>>>
>>>>>Uri
>>>>
>>>>Latest private Movei after limiting extensions can solve the position at depth
>>>>22 after less than 25 minutes and 952561647 nodes on fast hardware.
>>>>
>>>>failing high happen after 528430410 nodes.
>>>>
>>>>I will check if limiting the extensions also work in test suites.
>>>>
>>>>Uri
>>>
>>>After fixing a bug that caused it not to extend the first move
>>>it is only 952557602 nodes at depth 21 and 528426365 nodes to fail high.
>>>
>>>Note that Movei does not use hash for pruning and I believe that using hash for
>>>pruning is more important in that type of positions for programs that solve it.
>>>
>>>Uri
>>
>>Absolutely, hash pruning will save a great deal of nodes in this type of
>>position. Have you experimented with hash pruning in Movei? Does it hurt Movei
>>in games? In test suites it will almost certainly help.
>>
>>Ross
>
>I experimented with it in the past and probably I had bugs and it did not help
>in a test suite so I even did not test in games.
>
>I think that the problem is that I do not save partial extensions in the hash
>tables.
>
>If I prune when the remaining depth is bigger than the depth in the hash there
>is almost no difference and if I prune also when the depth is equal then the
>problem is that equal may be practically smaller because of partial extensions.
>
>changing my code to save partial extensions with no bugs is not easy with my
>ugly code.
>
>Uri

I think you should prune only when the depth in the hash table is >= remaining
search depth.... but definitely not <= . But that is probably what you meant,
anyway.

Partial/fractional extensions can be rounded to the nearest full ply. I do that
in TRACE. Works better that way.

Maybe its worth another try. It surely saves nodes, and your code could not be
any uglier than mine. :-)

Ross




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