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Subject: Re: Question about see

Author: Tony Werten

Date: 12:39:10 10/06/01

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On October 06, 2001 at 05:23:50, Tim Foden wrote:

>On October 06, 2001 at 00:14:08, Robert Hyatt wrote:
>
>>On October 05, 2001 at 21:06:06, Paul wrote:
>>
>>>On October 05, 2001 at 20:42:21, Robert Hyatt wrote:
>>>
>>>>On October 05, 2001 at 19:15:19, Paul wrote:
>>>>
>>>>>On October 05, 2001 at 14:59:28, Robert Hyatt wrote:
>>>>>
>>>>>>On October 05, 2001 at 12:33:06, José Carlos wrote:
>>>>>>
>>>>>>>  Due to recent posts about SEE, I've decided to implement it. I have a doubt.
>>>>>>>In this position:
>>>>>>>
>>>>>>>[D]6rk/3n4/6p1/8/8/3B4/P2R4/7K w - - 0 1
>>>>>>>
>>>>>>>  white has only a capture: Bxg6. If I understood right, SEE looks only for
>>>>>>>captures in one square, so it will try: Bxg6 Rxg6 and I'm losing a bishop for a
>>>>>>>pawn. So SEE will tell me Bxg6 loses, and I'll discard a move that actually
>>>>>>>gives me a pawn for free. Is this correct?
>>>>>>>
>>>>>>>  José C.
>>>>>>
>>>>>>
>>>>>>That is correct.  But notice this is only "discarded" somewhere in the
>>>>>>q-search (in my case.)  I _never_ throw moves out in the normal search.
>>>>>>This will be searched near the end, because it looks like it loses a
>>>>>>piece for a pawn.  But it _will_ be searched.  The q-search will be wrong.
>>>>>>But then it is possible that your RxN can't be played either because your
>>>>>>rook might be pinned.  That gets too complicated for this kind of simple/static
>>>>>>analysis...
>>>>>>
>>>>>>The q-search is _full_ of errors, because it is by definition not exhaustive
>>>>>>at all.  Which means it overlooks pins. forks, skewers, etc already.  What's
>>>>>>one more small error tree in that forest?  :)
>>>>>
>>>>>Bob, could you explain what you mean by 'it overlooks pins'?
>>>>>
>>>>>Groetjes,
>>>>>Paul
>>>>
>>>>
>>>>Sure... the typical SEE code (at least that implemented in Crafty, and what I
>>>>did in Cray Blitz) looks at one specific target square for exchanges.  It
>>>>doesn't pay any attention to absolute or regular pins (ie if a piece is
>>>>pinned on my king by your rook, I can _still_ use that piece in the sequence
>>>>of captures.  It is less accurate, but the errors in the q-search are so
>>>>large, this is "noise" basically.
>>>>
>>>>In the example given at the start of this thread, we have a discovered attack
>>>>that SEE misses as well.  BxP, and when the opponent plays something takes
>>>>bishop, he has a piece hanging to the discovered attack exposed when we moved
>>>>the bishop to take the pawn.
>>>>
>>>>Other things include overloaded pieces.  The point is that _all_ that is
>>>>considered is "which pieces bear on the target square, whether they are
>>>>pinned, overloaded, or anything else?"
>>>
>>>Ahh ... I read your statement above like this: A qsearch even without a SEE
>>>overlooks pins, etc. But that can't be, or can it?
>>>
>>>So a qsearch without a SEE seems to be a heck of a lot more accurate than one
>>>with? Reading what you say above, and thinking about it for the first time in my
>>>chess programming life, I don't understand it works at all ... yet everybody's
>>>using it! Hmmm ... :)
>>>
>>>Paul
>>
>>
>>OK...  your first conclusion is right: "A q-search without SEE is more
>>accurate."  But you have to add "it is also 2x-3x _slower_ because you will
>>look at so many ridiculous captures, you will search a ply less deep.
>>
>>That is the reason we are doing this.  To cut the size of the tree by tossing
>>those lemon captures.
>
>This is why I wondered whether it would be possible to add enough intelligence
>the SEE to detect (most?) situations where it could be wrong.  Or to put it
>another way... to understand when the situation is too complex.  In these cases
>it could tell the q-search that it's value is suspect.  Then the q-search could
>ignore the SEE in these situation, and would still be acurrate, but also still
>fast.

What you are looking for is SOMA and super-SOMA. A kind of SEE but then for the
whole board. It has been done for shogi but not much luck in chess yet.

Tony

>
>I still need to think about this :)
>
>Cheers, Tim.



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