Author: Ed Schröder
Date: 12:58:45 09/10/99
Go up one level in this thread
On September 10, 1999 at 13:17:57, Robert Hyatt wrote: >On September 10, 1999 at 11:29:04, Alessandro Damiani wrote: > >>On September 10, 1999 at 09:36:51, Robert Hyatt wrote: >> >>>On September 10, 1999 at 08:01:35, Alessandro Damiani wrote: >>> >>>>On September 10, 1999 at 07:48:44, Ed Schröder wrote: >>>> >>>>>On September 10, 1999 at 00:19:37, Robert Hyatt wrote: >>>>> >>>>>>Here is an interesting position given to me by Steffen Jakob: >>>>>> >>>>>> /p/P5p/7p/7P/4kpK/// w >>>>>> >>>>>> +---+---+---+---+---+---+---+---+ >>>>>> 8 | | | | | | | | | >>>>>> +---+---+---+---+---+---+---+---+ >>>>>> 7 | *P| | | | | | | | >>>>>> +---+---+---+---+---+---+---+---+ >>>>>> 6 | P | | | | | | *P| | >>>>>> +---+---+---+---+---+---+---+---+ >>>>>> 5 | | | | | | | | *P| >>>>>> +---+---+---+---+---+---+---+---+ >>>>>> 4 | | | | | | | | P | >>>>>> +---+---+---+---+---+---+---+---+ >>>>>> 3 | | | | | *K| *P| K | | >>>>>> +---+---+---+---+---+---+---+---+ >>>>>> 2 | | | | | | | | | >>>>>> +---+---+---+---+---+---+---+---+ >>>>>> 1 | | | | | | | | | >>>>>> +---+---+---+---+---+---+---+---+ >>>>>> a b c d e f g h >>>>>> >>>>>> >>>>>>Obviously black is getting crushed. He has one move, Kh3, which leads to a >>>>>>mate in 6. Steffen asked me to try this and Crafty found a mate in 4, which >>>>>>doesn't exist. I spent the entire day debugging this thing and here is what >>>>>>I found: >>>>>> >>>>>>If you recall the discussion here a couple of weeks ago, I reported that I store >>>>>>absolute mate scores (EXACT scores) in the hash table, and that I adjust them >>>>>>so that they are always stored as "mate in N from the current position". This >>>>>>has always worked flawlessly for me, and still does. >>>>>> >>>>>>For bounds, I once tried adjusting the bounds as well, but found quirks, and >>>>>>left them alone. Wrong answer. To fix this mate in 4 problem, I decided to >>>>>>adjust the bounds as well, but I now set any bound value that is larger than >>>>>>MATE-300, by reducing it to exactly MATE-300, but still using the "LOWER" >>>>>>flag to say that this is the lowest value this position could have. For bound >>>>>>values < -MATE+300, I set them to exactly -MATE+300 and leave the flag as is. >>>>>> >>>>>>This position is cute. Because not only is it a mate in 6, but there are >>>>>>transpositions that lead to mate in 7, mate in 8, and there are shorter (but >>>>>>non-forced) mates in 4 and 5. And there are stalemates, and positions with >>>>>>1 legal move, and so forth. >>>>>> >>>>>>You ought to find the following variation as one mate in 6: >>>>>> >>>>>>Kh3, f2, Kg2, Ke2, Kg3, f1=Q, Kh2, g5, hg, Kf3, g6, Qg2# >>>>>> >>>>>>If you find a shorter mate, it is wrong. If you find a longer mate, you >>>>>>are probably just extending like mad on checks (crafty finds a mate in 8 at >>>>>>shallow depths (9 plies, 2 secs on my PII/300 notebook), and doesn't find the >>>>>>mate in 6 until depth 10, 3 seconds. >>>>>> >>>>>>It is a good test as the transpositions are real cute with white's king caught >>>>>>in a tiny box, but with several different moves that triangulate and transpose >>>>>>into other variations... >>>>>> >>>>>>If you get it right, you have either handled the bounds right, or else you are >>>>>>very lucky. IE Crafty 16.17 gets this dead right. But if I disable the eval, >>>>>>it goes bananas, yet the eval is not important when mate is possible. >>>>>> >>>>>>Have fun... >>>>>> >>>>>>I did... :) >>>>> >>>>>A simple solution: do not store a position in the hash table if there is >>>>>no best-move. It solves the mate-cases and also repetition cases. Also >>>>>there is no speed loss of the search. >>>>> >>>>>Ed >>>> >>>>Do you mean by "no best-move" >>>> bestmove == 0 >>>>or >>>> best<=alpha, after having searched all moves (best: minimax score)? >>>> >>>>What I do: >>>> if bestmove == 0 then don't store anything, just return the score (mate or >>>> stalemate). >>>> >>>>Alessandro >>> >>> >>>that doesn't make sense to me. If _every_ move at one node in the tree returns >>>alpha for the score, which is the best move? And since you don't have one, you >>>don't store anything? That hurts performance, because the next time you >>>encounter this position, you get to search it again, while I discover that the >>>last time I searched it I returned alpha, so I can just do that now and not >>>search anything... >> >>No, no. My answer was misleading. What I mean is explained by the following code >>(the code is simpilied!). I have marked the important things by an "****". It is >>assumed that >> - when the king is removed from board its position is -1 ( < 0) >> - alpha, beta < INF >> >>Alessandro >> >>int AlphaBeta (int alpha, int beta, int depth) { >> >>//************************************** >>// legality check: >> >> if (myKingSquare<0) return -INF; >> >>//************************************** >> >> if (depth==0) return Quiescence(alpha,beta); >> >> // here use info from the transposition table >> >> best= -INF; bestmove= 0; startalpha= alpha; >> i= 0; n= GenMoves(); >> while (i!=n && best<beta) { >> // m[i] is the current move >> >> make(m[i]); >> value= -AlphaBeta(-beta,-alpha,depth-1); >> unmake(m[i]); >> >> if (value>best) { >> best= value; bestmove= m[i]; >> if (best>alpha) alpha= best; >> }; >> i++; >> }; >> >>//********************************************** >>// no best move => mate or stalemate >> >> if (bestmove==0) { >> if InCheck(Me) return -MATE+ply; >> return STALEMATE; >> }; >> >>//********************************************** >> >> // here update the transposition table >> >> return best; >>} > > >Same question as before. The above simply doesn't work as you think it >does. Here is why. > >at ply=N you set best to -inf, and then step thru each move and do a search >after making it. And you pass that search a value for alpha and beta that is >used to terminate the search when it can prove that the score below that move >is >= beta (which at our ply=N node means the move we tried is <= alpha.) > >So lets assume that after we search the first move, we get a score back that >is obviously > -infinity, but < alpha. You remember that move as "best". But >the problem here is that the 'proof' search stopped as soon as it found a score >> beta. It didn't try _all_ moves to get the largest score > beta, just the >first score > beta... which is why we refer to the search as returning a bound. >At least as low, but maybe even lower. > >So you end up with a bunch of random bounds that are all <= alpha, and you take >the largest one and assume that is the best move and store that move in the hash >table? I will run some tests as this is easy to do, but when I tried this a few >years ago, my tree got _bigger_. And when I looked into why, I found myself >searching nonsense moves from the hash table _before_ I got to the winning >captures (the first of which was a move that would refute the move at the >previous ply.) > >Easy to test. I'll supply some data in a bit, just for fun... For one moment forget about alpha and beta, you are on the wrong track as alpha and beta are not a part at all of the code. You need an extra stack that is set to -INF at each ply. Then before you do A/B you do the bestmove calculation for that ply. Involved variables: SCORE and STACK, no alpha beta. Ed
This page took 0.02 seconds to execute
Last modified: Thu, 15 Apr 21 08:11:13 -0700
Current Computer Chess Club Forums at Talkchess. This site by Sean Mintz.