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Subject: Re: pv score oscillation

Author: Reinhold Gellner

Date: 23:29:25 10/19/97

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On October 19, 1997 at 10:36:35, Robert Hyatt wrote:

>On October 19, 1997 at 01:36:26, Christophe Theron wrote:
>
>>
>>On October 18, 1997 at 23:57:58, Robert Hyatt wrote:
>>
>>>On October 18, 1997 at 23:47:24, Willie Wood wrote:
>>>>I've noticed that some programs (incl mine) show a pv score oscillation
>>>>as the ply increase.
>>[snip]
>>>
>>>there are at least two things you can do:
>>>
>>>1.  add some wtm (or btm) bonus, so that if one side gets 5 moves in a
>>>PV, but the other side only gets 4, that side gets the "on move" bonus.
>>[snip]
>>>2.  selective programs can bias the selectivity to try for an even
>>>number
>>>of moves in the PV, or an odd number if you like the extra
>>>aggressiveness
>>>this gives.
>>[snip]
>>
>>
>>An interesting debate. The oscillation has at least 2 bad effects:
>>
>>1) If two or more among the best moves are evaluated very close, the
>>program could "randomly" choose one at an even ply depth, another one at
>>the next ply depth (doubling the time to complete that depth), and go
>>back to the first move at the next depth. So the total computing time
>>could be two or three times smaller without the oscillation (not on
>>every move, but often). All this time lost to get a move with 0.01
>>points more!
>>
>>2) the time management algorithms can be confused by a "floatting"
>>score. I use a simple sheme that gives my program more time when the
>>score of the computed PV falls well below the score computed at the
>>previous ply depth. If you realize your move is bad, it could be wise to
>>take more time to see if there is a better one. If the oscillation is
>>strong, my program can believe it's going to make a mistake, and think
>>more, on every move.
>>
>>Of course, if the evaluation function was perfect, we would choose the
>>best move at ply 1, and have the right score from ply depth 1 to
>>infinite. So the oscillation of an evaluation function (among other
>>things) could be used to measure its "perfection".
>>
>>We cannot have a perfect evaluation. So I tried the following:
>>
>>1) As Bob said, give the side to move a slight bonus, assuming it surely
>>has a move to improve its score. Of course, this is false when the side
>>is in zugzwang. But it is false more often than that. In the middlegame,
>>the first case I remember is a knight in the middle of the board (Tiger
>>loves that). If it is your move, with white, and your knight is under
>>attack on e5, you have to put it back on f3, and your score will
>>decrease. So it is clear that adding a bonus in that case could make
>>things even worse.
>>
>>2) Ok, so generally the side to move could get a slight bonus EXCEPT
>>when it is under attack. But it is not wise in that case to leave things
>>without knowing what will happen. So if the side to move is under attack
>>at the end of the line, extend one more ply. Mr Shanon would be glad to
>>hear this. He said "evaluate only quiet positions", and most of the
>>programmers interpreted as "evaluate only if the side to move has no
>>good capture, promotion or check", ignoring if the other side has a good
>>capture/promotion/check itself! But doing such a "real quiescence
>>search" really gives huge trees (sorry Mr Shanon). I tried. Maybe you
>>could try doing it on just 1 or 2 plies. There are really good
>>commercial programs using this concept (no names). It fits well for
>>positional programs, and sometimes you see combinations faster (but on
>>average it is worse for tactical play). Yes, extending threats mainly
>>serves positional purposes!
>>
>>
>>I tried, and rejected both of the above. Today, I still have the
>>oscillation problem. I would be pleased to read other ideas from other
>>programmers...
>>
>>
>>- Christophe -
>
>As I said, this killed my MTD(f) tests, because to make this work well,
>the window (alpha,alpha+1) needs to be centered on the correct score, or
>very close to it.  My scores vary a lot from iteration to iteration. on
>occasion.  On other occasions they are quite stable.  I gave up worrying
>about it... :)

To eliminate that problem, try increasing the search depth by 2 ply
every iteration.

Reinhold



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