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Subject: Re: AsySearch: a good idea?

Author: Don Dailey

Date: 14:54:15 01/05/98

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On January 05, 1998 at 02:58:14, Christophe Theron wrote:

>
>On January 04, 1998 at 18:37:30, Don Dailey wrote:
>
>
>>Once Richard told me or Larry that he could not do a 2 ply search.  I
>>got the idea that his program always REQUIRES a response to the
>>computers move.  So a 1 ply search could never have a 1 ply PV if
>>my understanding is right.  And yet the search always seems odd except
>>in the case where you are doing a 1 ply search with no selectivity.
>
>Don, I think you gave me a part of the secret last time.
>
>Remember that you said:
>
>>We could start with some simple experiments.  Suppose we (as a test)
>>threw out null move altogether and always took a beta cutoff at ood
>>nodes, after ply 1, 3, 5, 7 etc.  This of course would be when when
>>the static eval >= beta.  This first experiment would give us an uppper
>>bound on how fast this could be.
>
>I tried this today. It doesn't work very well in the way you describe,
>but I think you are on the right track.
>
>I changed your suggestion. I removed my quiescence search and turned it
>to full width search BUT:
>* if it is the opponent's move, I change alpha to max(alpha,eval(pos))
>before generating and trying the moves. This can produce a cutoff, as in
>a standard QSearch, or give a better value for alpha.
>* If it is the computer's move, I don't change anything
>In both cases, I apply "futility pruning". That is: if
>eval(pos)<alpha-margin, I don't generate every move, but only captures.
>Let margin=0.90
>* I limit this Q-Selective-Search to 8 plies.
>
>To say it differently: I don't care if the opponent is threatened. And
>if the score is very bad, I assume that only a capture can bring it back
>into the window.
>
>This modified QSearch comes after a normal full width search.
>
>It doesn't work very well, because I only spent 1 hour or 2 on it. And
>it is very slow too, almost unusable to play a real game, because it
>develops large trees.
>
>But the interesting fact is that it gives Genius-like main lines. I mean
>it solves some problems at ply 1, when a conventional program would
>solve them at only deeper levels. In fact it solves only "traps",
>positions where there is a danger for the side to move. And the main
>line has very often an odd number of moves.


Richards program acts like his full width depth with about 4 ply added,
in others words if it says 4+12  he will see the same basic tactics
most programs see in 8 ply.  Your idea of "verifying stand pat" may
be getting closer.   I have the feeling you should be doing a 4 ply
instead of 8 and then revert to ordinary quies.  Just an idea!

-- Don



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