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Subject: Re: Crafty in CCT8

Author: Uri Blass

Date: 17:09:57 02/27/06

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On February 27, 2006 at 14:53:26, Robert Hyatt wrote:

>This will be relatively short and sweet.
>
>As most know, I've been doing some major revisions to Crafty, preparing for the
>next WCCC event.  These revisions are affecting the evaluation code which has
>been really ripped asunder and partially restored to sanity, and the search
>which includes some new reduction code replacing the older futility pruning done
>near the frontier, where the reduction stuff is done almost everywhere.
>
>I knew there would be a few eval issues as king safety has mainly been
>simplified with a couple of glaring holes left open for later work.  I was
>really interested in the new search code because the speed/depth looked very
>good.
>
>So I'll start there, briefly.  I've tested the new code in lots of nunn-type
>matches, as well as in test suites.  So far, the new search solves every
>tactical suite I have tried in less total time than previous versions, which was
>surprising since the late move reduction idea often delays tactical solutions by
>hiding some strange threat moves that get reduced and therefore look
>ineffective.  But happily, it has gotten better tactically in the same time
>frame.  Yes it might take an extra ply or two to find the key move, but it is
>getting those 1-2 extra plies done more quickly so that the key move is _still_
>found faster than the older versions.  So that looks good (so far).
>
>Another thing I watched for was for a sudden "fail low" to pop up unexpectedly
>in a game, and I didn't see a one.  Yes we had fail lows, but they were
>progressive and were the result of bad positions getting worse, not being +1 and
>suddenly seeing -3 after our opponent made an unexpected move.  So for the
>moment, the current search appears to be solid.  I have spent a ton of time on
>it in past weeks running test matches against older versions, running test
>suites and going over the output carefully, etc.
>
>Now I'm back to finishing up the eval.
>
>If you look at the Rascal game (round 8 I think) Crafty played a really lousy
>move 28. Nh7+.  After looking at this a bit, white has two choices.  The knight
>must move (attacked by pawn) and it can retreat to f3 (sane) or check on h7 and
>get trapped (insane).


I agree that 28.Nh7+ was probably not good but the knight does not get
trapped(it only cannot move from that square but black has no way to capture
it).

I see no forced line that win material for black and crafty drew the game.

Many programs including commercial programs have positive score for white after
Nh7+.

Note that I say that Nh7+ is probably not good because I am not sure about it
and it is possible that there is something that I do not see and deep search can
get the knight out of h7.

Uri




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