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Subject: Re: Good old days, early '80s

Author: Ed Schröder

Date: 11:25:46 11/24/99

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>Posted by Christophe Theron on November 24, 1999 at 13:06:15:
>
>>>How did it work? Why the always even depth?
>>
>>The even ply depth was the second (obliged) stage of the search. Before
>>that a (first stage) 1,3,5,7 etc. search was done. The second stage was
>>needed to check stage one (the odd ply search) a kind of safety search
>>that should find and correct the errors of stage one.
>>
>>Quite confusing I assume but what can you expect from a first try?
>>
>>In more detail, start position as an example...
>>
>>Stage one came up with 1.e4 e5 2.Nf3 (0.20)
>>Stage two did a 3-ply search on 1.e4 to safety check 1.e4 (thus 4-plies
>>in total). The new main-variation: 1.e4 e5 2.Nf3 Nc6 (0.12)
>>
>>Since the score of stage 2 was in a reasonable margin of only 0.08
>>the move 1.e4 was played (or stayed as best move).
>
>What happened when the second search "failed low"?

No re-search was needed because alpha/beta + an alpha/beta window
was unknown for me at that time so Rebel immediately had the right
score. Then Rebel just picked the next best move from the move-list
based on the result of search phase one.


>It's funny because I had a similar system in a very old version. I saw my
>program computing one ply less deep than Sargon and wanted that extra ply
>at any cost.

Right, get the commercials :-)


>However I did this "re-search" at the last ply, not at the root.
>
>In your example I would have searched again Nf3 at 2 plies deep instead of
>one.
>
>Once again the problem is what do you do if the second search fails low? There
>are two main alternatives:
>1) trust the score of the second search.
>2) decide that the 1-ply search (the one that gave Nf3) is too unstable and
>search again 2 plies deep.
>
>
>Was it so stupid after all? I dropped the system because I did not see an
>improvement, but at that time I was not able to judge correctly the
>improvements, and anyway my program was so weak that it was still loosing
>almost every game.
>
>Maybe it was no so bad after all? One extra ply at a low cost is something to
>consider...

It's still in my mind only that the current way of search (variable depth) isn't
exactly suited for my old system.

Ed


>>This (weird) system was needed because of the static evaluation. The
>>big disadvantage of static evaluation is its impossibility to judge a
>>complicated position in a reliable way.
>
>Right. I was trying to add specific cases in my SEE, but it is a never ending
>story. You add pins, multiple hanging pieces and so on, and always find a case
>where it fails.
>
>
>
>>>The fact that a QSearch runs very quickly is counter intuitive. Common sense
>>>says that it can have to compute complex sequences of capture/capture on
>>>several plies with a branching factor of 2 or 3.
>>>
>>>Without trying it actually, I would still be using the inferior SEE only
>>>approach.
>>
>>Right. When I introduced Q-Search in Rebel I noticed the big improvement
>>in positional play. The static evaluation couldn't detect several cases of
>>hanging pieces who in practice did not hang at all (overloading, pins
>etc). As

>>a result static evaluation considered a piece as lost where it was not
>lost at
>>all. Q-Search solved this all and made Rebel a lot more reliable in
>tactics but
>>most of all in positional play.
>
>Aha. Go ahead and try to explain to some people here that a better search
>is not for tactics but is mainly to get a better positional play...
>
>
>
>>The static evaluation even had a mate detector. That is: if a check was given
>>Rebel was able to see if it was a checkmate or not without going one ply
>>deeper. Glad all of this is out now...
>
>Another specific case we had to program...
>
>
>
>    Christophe



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