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Subject: Re: Quiescence search - checking & check evasion moves and Hsu

Author: Robert Hyatt

Date: 06:43:18 04/11/02

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On April 11, 2002 at 04:32:02, Bas Hamstra wrote:

>On April 10, 2002 at 18:01:23, Robert Hyatt wrote:
>
>>On April 10, 2002 at 16:38:49, Gian-Carlo Pascutto wrote:
>>
>>>On April 10, 2002 at 00:27:54, Keith Evans wrote:
>>>
>>>>When Hsu designed the move generator for Deep Blue he added extra hardware so
>>>>that he could generate checking (even discovered checks) and check evasion moves
>>>>more quickly than his first move generator could. (Compare the diagrams for the
>>>>square transmitters and receivers in the IEEE micro article to those in his
>>>>thesis and to those describing the Belle generator.) He could have generated
>>>>these moves without the extra hardware and design time by iterating through
>>>>moves and throwing away moves which didn't meet the criteria, but apparently he
>>>>thought that the performance of the move generator was important enough in these
>>>>cases to justify adding the complexity.
>>>>
>>>>What's the general opinion on this? Was this time well spent, or was it a waste
>>>>of time? I searched for information on what programs typically do during qsearch
>>>>and couldn't find much of anything directly related. It seems like he would have
>>>>simulated this before commiting to design, and perhaps discussed it publicly
>>>>with some top programmers.
>>>
>>>In the qsearch, being able to generate only capture moves fast is
>>>a nice speed advantage. If you want to do checks/check evasions too,
>>>you'll have to generate these moves somehow. If you have to fall
>>>back to your standard movegen, that'll come with a speed loss, so
>>>it makes sense to try to avoid that.
>>>
>>>Since qsearch tends to amount to a large % of the nodes searched,
>>>this sounds like an understandable decision.
>>>
>>>Note that there are usually a lot less captures+checks/evasions than
>>>normal moves.
>>>
>>>--
>>>GCP
>>
>>
>>we did that in Cray Blitz...  But in Crafty I dumped the big q-search early
>>on (version 13 I think) and went to a simpler q-search with a more complex
>>base search...  The checks in q-search find some cute things, of course.  But
>>they also miss a lot.
>>
>>I don't do it at present because the q-search is highly selective anyway,
>>and it has significant errors present in it.  Trying to make something that
>>has lots of known errors in it even bigger seems (to me) to be inviting
>>trouble.
>>
>>I occasionally miss a tactic that the old q-search would see.  I also find
>>a tactic that the more accurate search finds that the old one missed.  I have
>>not (yet) been unsatisfied...
>>
>>The main thing checks in the q-search helps to find are the mates in 30 and
>>so forth that rarely happen in real games...
>>
>>IE I have seen chessmaster do a 4 ply search in 4 minutes, and get totally
>>creamed by a simple positional trap, because it was following checks out to
>>impossible depths.  Of course, Crafty does the opposite as well, by missing a
>>very deep tactic due to the simple q-search.  But since I see no advantage in
>>either approach, I like "simple is better".  :)
>
>Sounds reasonable. However I saw you complain many times about nullmove hiding
>many mate threats. Well, that IS related. With such a mini qsearch you create
>dangerous blind spots. Question is are you willing to sacrifice a little
>positional depth to get rid of those blind spots. Personally I am.
>
>
>
>Best regards,
>Bas.


I don't see such blind spots very often today.  I did at 5K nodes per second
and even at 30K.  But not at 1M, which helps a lot...



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