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

Author: Bas Hamstra

Date: 14:53:47 04/11/02

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On April 11, 2002 at 09:43:18, Robert Hyatt wrote:

>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...

Less, maybe. But the importance of 0,25 ply extra overhead is also less with 1M,
and wouldn't you *love* to play moves like Ponomariov's Nf6!! ?

Bas.



















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