Author: Christophe Theron
Date: 10:40:09 09/28/00
Go up one level in this thread
On September 28, 2000 at 08:09:22, leonid wrote: >On September 27, 2000 at 17:05:06, Christophe Theron wrote: > >>On September 27, 2000 at 06:34:50, Aaron Tay wrote: >> >>>On September 27, 2000 at 04:07:45, Uri Blass wrote: >>> >>>>On September 27, 2000 at 03:20:21, Aaron Tay wrote: >>>> >>>>>On September 26, 2000 at 15:01:19, Christophe Theron wrote: >>>>> >>>>>>On September 26, 2000 at 09:31:30, Bas Hamstra wrote: >>>>>> >>>>>>>It seems the current LG versions are nps wise down to slightly faster than >>>>>>>Crafty :) I play it all the time at FICS. It seems is evolving to a slower and >>>>>>>more knowledgable program. As is mine, BTW :) >>>>>>> >>>>>>>On September 25, 2000 at 01:38:15, Jouni Uski wrote: >>>>>>> >>>>>>>>In my moderate AMD K6-2 450Mhz and 50 MB hash it exceeds easily 1000knps in >>>>>>>>tactical positions and sometimes goes over 1300knps. Of course I know this means >>>>>>>>almost nothing to playing strength, but still it's unbelievable. I wonder can >>>>>>>>it be true nps value or has Michael B. his own node definition... >>>>>>>> >>>>>>>>Jouni >>>>>> >>>>>> >>>>>> >>>>>>Don't mix up "slower NPS" and "more knowledge". They have nothing to do with >>>>>>each other. >>>>>> >>>>>>In my example, I have said how I could make Tiger much faster just by turning >>>>>>off some obvious selection schemes. If I turn these selection algorithms back >>>>>>on, then the program is suddenly much slower. It is also much stronger. >>>>>> >>>>>>But the amount of "knowledge", as most people understand by "knowledge" has NOT >>>>>>changed at all. I mean that the evaluation of chess positions is still exactly >>>>>>the same. If the program does not understand a knight outpost in the fastest >>>>>>version, then it still does not understand it with the slower version. >>>>>> >>>>>>When a new version of a known program is released, some people will look at the >>>>>>NPS and say "Oh, the NPS of the new version is lower, so I guess more knowledge >>>>>>has been added to the program". Bullshit. >>>>>> >>>>>> >>>>>> >>>>>> Christophe >>>>> >>>>> >>>>>Sorry but talking as a person who knows nothing sbout chess programming, isn't >>>>>it true that the more complicated evalution functions you add, the slower the >>>>>search becomes to reach the same depth? >>>> >>>>The main point is that there are other reasons to be slower(more complicated >>>>search rules or different definition of nodes) and you cannot know the reason >>>>for being slower so you cannot say that a program that needs more time to >search the same number of nodes has more complicated evaluation function. >>> >>>>The discussion was about nodes per second and not about being faster or slower >>>>in reaching the same depth. >>>> >>>>You can be slower in reaching the same depth by not prunning lines by null >moves or other prunning ideas so the depth tells nothing about the complexity >of evaluation. >>> >>>Oops poor choice of words..But generally more complicated evalutation/knowledge >>>= lower NPS? >>> >>> >>>Of course as the thread above says, you can have lower NPS for other reasons.. >>> >>> >>>Christophe mentions "switching off obvious selection schemes" to speed up Tiger, >>>what exactly does that mean? >>> >>>For example, >>>Does he mean switching from a more complicated adaptive null move pruning method >>>where R=2 or 3 depending on sitution to a simpler say null move R=2 througout >>>will increase NPS also? >>> >>> >>>But does it really cost so much more? >> >> >> >>No, I wasn't talking of playing with null move. Null move is only ONE >>selectivity algorithm, but there are DOZENS of other ways to be selective and >>gain strength from selectivity. >> >> >> >> >>>So with all things equal , as your search becomes more complicated, NPS >>>drops..Eg from a simple search add Killer moves, Quience search then null move >>>and NPS drops furthur?? >> >> >> >>Yes. Adding a QSearch to an existing program drops the NPS tremendoulsy for >>example. Because generating only capture moves takes more time in average per >>generated move than generating all the possible moves in a position. >> >>You add QSearch => your NPS drops. But the program plays much better. >> >>This is just an example, but there are a lot of others. >> >>That's why I say there is no relationship between NPS and playing strength, and >>no relation between NPS and amount of knowledge. >> >>As far as I know, null move has almost no impact on the NPS. >> >> >> >> Christophe >> >> >> >> >>>>Another point is that it is possible that a more complicated evaluation will >>>>help you to get bigger depth because the evaluation may help you to get a >better order of moves. >>> >>>Agreed . >>> >>>NPS may be irrelevant. Kasparov has a low NPS compared to computers but because >>>of better "move order" so beta cutoffs come quickly and singular extensions , he >>>can usually search a deeper depth.. >>> >>>>Uri > >So far as I could see in my program, NPS diminution is due mainly to the less >efficiency in move generator, when only part of its moves are used. When all its >moves are used (minimax), then all the data found for verification of legality >of those moves is used 100%. When number of moves used drops from 100% to the >20% or 15%, NPS goes down to around 3 or 4 times. And those numbers do not take >in consideration "additional knowledge" that will drop NPS even farther. Only >reason for last drop is different. > >Leonid. Yes, I see you understand my point. Christophe
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