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Subject: Re: move_generation + hash

Author: Robert Hyatt

Date: 12:23:28 05/31/00

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On May 31, 2000 at 13:22:34, blass uri wrote:

>On May 30, 2000 at 18:11:51, Robert Hyatt wrote:
>
>>On May 30, 2000 at 15:24:36, Ed Schröder wrote:
>>
>>>On May 30, 2000 at 00:28:47, Robert Hyatt wrote:
>>>
>>>>On May 28, 2000 at 16:37:32, Gian-Carlo Pascutto wrote:
>>>>
>>>>>On May 28, 2000 at 10:02:05, Georg v. Zimmermann wrote:
>>>>>
>>>>>>From my tests it shows that it sticks with the hash-move about 50% of the time.
>>>>>>Should this number be higher ?
>>>>>
>>>>>Hmm...if this number is also effectively your 'move ordering percentage',
>>>>>which I assume it is, it is quite low. I'd expect it to be at least about 75%.
>>>>>
>>>>>>
>>>>
>>>>
>>>>
>>>>The classic definition of a "strongly-ordered tree" is this:  If, for every
>>>>node where you fail high, you fail high on the first move at least 90% of the
>>>>time, then your move ordering is good."  If you are much below 90% and already
>>>>have a serious problem that is not hard to fix.  The traditional ordering ideas
>>>>holds Crafty at 92% and better for most of the game.
>>>
>>>I can't understand the 92%. A perfect mini-max search requires many many
>>>nodes an alpha-beta cutoff will not work and you are forced to search all
>>>the nodes of the ply in question. And this number is certainly much higher
>>>than 8%.
>>
>>You have to re-read the definition again, _very carefully_ to avoid the semantic
>>trap you just fell into.
>>
>>For every position where you fail high, if you fail high on the first move you
>>try, you increment a counter "right++".  You always increment a counter "fh++".
>>When you finish the search,  you compute percent=right/fh.  That number needs to
>>be over 90% to consider your tree strongly ordered.  Notice that this 92% number
>>(in crafty) simply says this:
>>
>>    "if we look at _all_ the positions in the tree where the search fails high,
>>     then 92% of those fail highs happen on the first move searched in that
>>     position, which is known as 'optimal move ordering'.
>
>
>I do not agree that failing high on the first move is optimal move ordering.
>
>Here is an example:

That particular idea isn't open to debate.  Alpha/beta is all about minimizing
the number of nodes searched.  It is easy to prove mathematically that if I
get the best move first every time, and you don't, I am going to search fewer
total nodes than you are to get the exact same score.





>
>[D]8/6k1/rp3ppp/8/N7/8/4RPPP/6K1 w - - 0 1
>
>My understanding of optimal move ordering is that after the moves Nxb6 or Nc5
>the first move to search will be Ra1+(at least in cases that you are going to
>search more than few plies after these moves because Ra1+ Re1 Rxe1# is the
>faster way to prove that Nxb6 or Nc5 is wrong)
>
>If you start with taking the knight than your first move may fail high but you
>waste more time to prove that Nxb6 or Nc5 are wrong.
>
>Uri


No...   that is the wrong way to think about alpha/beta.  In any given position,
the 'best' move is the one which produces the best score _in that position_.  It
doesn't matter a dime what has happened in similar positions, or at shallower
search depths.  Ie it doesn't matter if a move looks "best" to a human, in the
context of alpha/beta, or anything else.  It is all about the move that produces
a move that causes a cutoff.  It is _not_ necessary that alpha search the "best"
move first, ever.  It is only necessary that alpha/beta searches a move good
enough to cause a cutoff...

My original statement is still on target:  If, at every move where you get a
cutoff, you get it on the _first_ move, you are searching the "minimal tree"
which is the goal of alpha/beta.



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