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Subject: Re: Move Extensions

Author: Roberto Waldteufel

Date: 06:23:09 05/05/98

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>On May 04, 1998 at 20:48:16, Bruce Moreland wrote:

>
>On May 04, 1998 at 16:38:43, Roberto Waldteufel wrote:
>
>>This has the effect of pusuing forcing lines for the machine
>>much deeper, even if some quiet moves are interspersed between the
>checks. It works very well for some tactical positions where the machine
>>can mate or win material through a long sequence of moves, most, but not
>>all of which are checks.
>
>How do you know it works well?  Have you run test suites with this?
>
>bruce

I have only tested the method on a very small set of positions in which
the side to move has a long forcing variation. My basic engine is not
very sophisticated in that it uses little more than material balance for
its evaluation (plus a bonus for the bishop pair and for castling), and
the test positions were deliberately chosen to be beyond its full-width
horizon. The idea was not necessarily to use this method in all
positions, but rather as a way of doing a specialised tactical search in
sharp positions where the machine may have a material-winning or a
mating combination. Bearing in mind that the basic search was only
managing in the allotted time to search to 4-5 plies full-width (not
counting getting out of check as a ply) plus captures, it failed to find
many deep and some not-sodeep sacrificial combinations. I was therefore
trying to find a way to "sculpt" the shape of the tree so as to make it
search deeper on "promising" lines. I have tried may different
approaches to the problem, generally involving variable depth reductions
at each ply (extending the idea of getting out of check not counting as
a ply). Mostly the results were dissapponting: either the search blew up
or the combination was not found. The logarithm method metioned in my
message seems the most promising in that the search can be prevented
from blowing up by making modest increments to the root-ply depth value
at the start of each new iteration. I know that much more testing is
needed, but so far testing on 10 positions previously unsolved has
resulted in correct solutions to 5 of them, while the correct move was
found in one position leading to the win of two pawns (according to the
program), whereas one more ply would have ended the opponents delaying
moves and allowded the program to find a mate. All the moves found
leading to the two pawns were correct. Of course this is too small a set
of positions, but at the moment I am more concerned with trying to tweak
the parameters so as to balance number of iterations required versus
risk of spending an axcessive time on any one iteration. I think the
method is promising, but still needs further experimentation.

Roberto Waldteufel



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