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Subject: Re: Consistently decreasing/increasing evaluations

Author: Gordon Rattray

Date: 13:52:19 10/23/01

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On October 23, 2001 at 16:34:35, Robert Hyatt wrote:

>On October 23, 2001 at 13:05:49, Gordon Rattray wrote:
>
>>On October 23, 2001 at 11:37:07, Robert Hyatt wrote:
>>
>>>On October 23, 2001 at 10:19:53, Gordon Rattray wrote:
>>>
>>>>On October 23, 2001 at 09:58:52, Robert Hyatt wrote:
>>>>
>>>>>On October 23, 2001 at 08:56:18, Gordon Rattray wrote:
>>>>>
>>>>>>Suppose that during the analysis of a position, a chess engine shows evaluations
>>>>>>similar to this:
>>>>>>
>>>>>>depth 7:   Qe1   eval:   0.58
>>>>>>depth 8:   Qe1   eval:   0.42
>>>>>>depth 9:   Qe1   eval:   0.39
>>>>>>depth 10:  Qe1   eval:   0.33
>>>>>>
>>>>>>i.e. as the depth increases, the move choice stays the same, and the evaluation
>>>>>>is slowly but consistently decreasing.
>>>>>>
>>>>>>I release that in general the next evaluation could be anything, but I am right
>>>>>>in thinking that the probability of it decreasing further is higher than normal?
>>>>>> Or to take it to extremes, I think the above is more likely to decrease further
>>>>>>than the following:
>>>>>>
>>>>>>depth 7:   Qe1   eval:   0.33
>>>>>>depth 8:   Qe1   eval:   0.39
>>>>>>depth 9:   Qe1   eval:   0.42
>>>>>>depth 10:  Qe1   eval:   0.58
>>>>>>
>>>>>>Did each line involve a "fail low"?  Or am I getting my terms mixed up?
>>>>>>
>>>>>>Do chess programs take account of the above and, e.g., are more likely to search
>>>>>>further before moving?
>>>>>>
>>>>>>Gordon
>>>>>
>>>>>
>>>>>That generally suggests that there is a horizon-effect happening, and that
>>>>>eventually the best move will be bad enough that a new best move will be
>>>>>found.
>>>>
>>>>Thanks, that confirms my thinking.  One position in which I seen the effect
>>>>involed White grabbing a pawn at the expense of uncoordinated pieces.  So, the
>>>>term "horizon effect" seems applicable.
>>>>
>>>>>
>>>>>But searchng until you find it is not possible in a timed game, for obvious
>>>>>reasons...
>>>>
>>>>Sure, but can't the timing code take this into some consideration?  For example,
>>>>if the next iteration is estimated to take too much time, but only just over the
>>>>allowable period, would it be worthwhile paying that bit extra?  Alternatively,
>>>>can increasing evaluations be used as a factor for moving quicker?  I'm not
>>>>suggesting that there wouldn't be other factors in either case.
>>>>
>>>>
>>>>Gordon
>>>
>>>That is the trivial case.  But suppose the _last_ iteration is only .1 worse
>>>than the previous iteration.  And suppose the next iteration will take 20
>>>minutes (estimated) to search?  And if that one is again .1 worse, the next
>>>will take probably an hour...
>>
>>
>>Agreed.
>>
>>It's the probability of avoiding a possible horizon effect, versus an
>>exponentially increasing time penality.  It may be that the root position is
>>just bad and looks worse with each additional ply.
>>
>>I was just curious as to whether this concept was worth considering, even for
>>"trivial" cases...  but how likely are they to occur...  maybe not worth the
>>hassle...
>>
>>Gordon
>
>
>Something is doable here.  Deep Blue had some sort of algorithm that would
>extend the time when the tree was "unstable".  And they didn't just define
>unstable as "fail lows or excessive move-changing at the root."  They had
>something that Hsu briefly explained to me once several years ago, but there
>was a lot going on and I didn't pay close enough attention to remember enough
>to try it.  They could recognize (at least for their program) when something
>unusual was going on and use more time to try to "search through" the problem
>and see what was _really_ going to happen...
>
>One day, I will think about it and ask them for an explanation again.  This
>time I'll take notes. :)


:-)

Interesting, thanks for your input.

Gordon



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