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Subject: Re: How to manage extensions?

Author: Robert Hyatt

Date: 07:08:04 03/22/00

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On March 22, 2000 at 06:30:58, Jan Pernicka wrote:

> Hi,
>I think that quality of chess program depends strongly on "well-tuned"
>extensions,i.e. to let the program to search deeper (e.g. 1 ply) after
>special kinds of moves -
>  - example: While searching, I have 1 ply to horizon, so normally
>after the next move the quiescence search will start( i will reach the horizon).
>But when the move is, say, check I will add 1 more ply. So check is the
>special kind of move in this case that causes extension (=adds 1 ply)
>
>  Several questions arise:
> 1) what kind of extensions(=EX) to use?
>      this is commonly known - checks, recaptures ....
>      you can surely develop many other criteria - especially after
>      watching a kind of "Tal-like" game :) , but:
> 2) where (and when) to use extensions?
>      this is much more interesting question, because EX when don't used
>      carefully explodes the tree...., so you can't use EX carelessly
>      (i.e. not like rule:  IF it's check THEN add 1 ply).


I do just what you suggest can't be done.  If I am in check at any ply in
the tree, I extend by one ply, period.  I qualify recapture extensions quite
carefully so they don't get triggered, and I also use fractional extensions so
that they don't explode too badly...  (IE if one side is both in check _and_
only has one legal move to get out of check, I extend by 1.75 plies.



>
>  (*)The CRUCIAL question is - how to reduce the amount of EX that are possible
>       to use ( to complete search in reasonable time)?  This depends NOT
>       on the kinds of EX but more on situations (positions) WHERE they are
>       used.
>
>       My opinion is that this could safely be used in the way:
>          - allow not more than 1 (or 2...) extensions in every branch
>                of the game tree
>              - but seem to me like "nothing special"...
>
>       Do you know about some more sophisticated ways of solving this problem
>       (i.e. problem (*) )  or will there still be the equality:
>               strong chess program = fast chess program ?
>
>   My opinion is that programs that only use exhaustive search (+ quescence
>     and a bit of EX as a spicery...) can only thanks to guys from Intel(C)
>     that they are better and better and, what is more important, they can't
>     develop too much...
>      - that means - given a depth d - to develop and then still refining a
>     program that searches just at the depth d (+ quesc...) (or more strictly:
>     - to choose a move if you are allowed to use not more then
>     N computer instructions (or ticks of processor!)...) can't produce
>     much better program than we started with...
>
>    This seems that I tend to "return" to programs such as Shannon B types,
>    but it's not true. What I want is to refine exhaustive-searching
>    programs in the way I've just written.
>
>    Another (and last...) question connected with this is:
>       When coputer beats computer - what are the common reasons
>       of that loss?
>      I think it could be:
>     1) loss of piece in the middle of the game
>     2) still more and more positional advantage during the game
>     3) blunder in endgame
>     4) wrong transition from middle game to endgame
>     5) others
>  If you are more experienced, you could enrich/modify this list managed
>   by your opinion...
>  It would be also nice and MUCH MORE interesting to estimate the frequency
>  of results of the 1:0 (or 0:1) games (e.g: "point 1) - 10% of winning
>  games")
>
>  Well, thank you for your patience and thank you in advance for your
>  suggestions, opinions,comments,critics and reactions at all...
>
>                Jan Pernicka



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