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Subject: Re: draw by repetition and hash tables

Author: Roberto Waldteufel

Date: 16:14:11 07/27/98

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On July 27, 1998 at 18:50:31, Robert Hyatt wrote:

>On July 27, 1998 at 15:29:01, Roberto Waldteufel wrote:
>
>>
>>On July 26, 1998 at 16:08:19, Robert Hyatt wrote:
>>
>>>On July 26, 1998 at 03:54:36, Pat King wrote:
>>>
>>>>
>>>>On July 24, 1998 at 06:14:04, Robert Hyatt wrote:
>>>>
>>>>
>>>>>
>>>>>
>>>>>There are two issues:
>>>>>
>>>>>(1) *all* hash table scores are technically wrong almost all the time.  Because
>>>>>*none* include path information in the key, yet most include path information
>>>>>in the score.  Examples include repetition and 50-move draws.
>>>>
>>>>I have a solution to this problem, which may only work for my implementation,
>>>>but here goes... I implement undo by storing a stack of positions for the entire
>>>>game. It wouldn't be hard for me to modify this to include the current variation
>>>>being considered. Then, when the terminal position is reached, you...
>>>>  a) Examine the game history for draws by repetition or 50 moves. If found,
>>>> return 0, else...
>>>>  b) Consult hash. If found, return result, else...
>>>>  c) Call static evaluator (or qsearch) store result in hash, and return result.
>>>>
>>>
>>>
>>>this doesn't address the problem.  The problem is "what happens between the
>>>position where you get the hash *hit* and the endpoint position that produced
>>>that hash *value*.  The hash entry has none of this information.  So it is
>>>possible that you get a score of +5 from the hash table entry, but, in reality,
>>>in trying to play down the game and reach that position, you draw by repetition
>>>or 50 move rule.  It's not what happens *before* the hash hit position, it is
>>>what you don't know about what happens *below* the position.  Note that you
>>>are trusting that you can produce this score in the game, but you don't know
>>>because of potential draws..
>>>
>>>
>>>
>>>
>>>>Thus stalemates and mates would get stored in the hash, but other draws
>>>>wouldn't. You only need to examine the history back to the last capture or pawn
>>>>move, so adding the history search isn't terribly expensive, although whether
>>>>it's worth the effort in terms of rating points is another matter.
>>>
>>>
>>>the problem above happens even if you don't store draws in the hash table.  The
>>>score in question isn't a draw, it's a real score...  try this:
>>>
>>>
>>>.....................X............Y..............Z
>>>
>>>at position X you continue searching, past position Y, to reach endpoint Z.
>>>You back up, and when you back up to X you store the score (say +5).
>>>
>>>now you search this path:
>>>
>>>
>>>..............Y............X
>>>
>>>when you reach X, you get a hash match, and say +5.  But that is wrong, because
>>>note in your path before X you searched position Y, which means halfway between
>>>X and the endpoint Z you will encounter a repetition.  And get 0 rather than
>>>+5.  But you have no way of knowing this, and no way of preventing it from
>>>happening, unless you store all the path information from the 50-move-rule
>>>counter position to the endpoint... then you could detect the repetition Y
>>>in the hash entry and realize it is not an accurate score.  But it would make
>>>the hash table basically useless...
>>>
>>>
>>>
>>>
>>>>
>>>>>
>>>>>(2) does the error in (1) affect the program?  Hard to say.  But everyone uses
>>>>>hashing, and everyone therefore ignores the errors that crop up, most of the
>>>>>time with no ill effects.  I always have, for example.  Note that not storing
>>>>>draw scores in the hash table only cures one class of error, but not the main
>>>>>ones in (1) above...
>>>>
>>>>I think this scheme addresses (1) nicely, but I haven't tried it yet. I'll have
>>>>to see how expensive the draw search really is.
>>>>
>>>>Pat King
>>>
>>>
>>>Remember, you are focusing on storing draw scores correctly.  But non-draw-score
>>>positions inherit the same problem...  :(
>>
>>Hi Bob,
>>
>>Here is an isea that avoids thje problem without sacrificing all the backed up
>>scores. I haven't had a chance to test it, but see what you think in principle.
>>
>>In the sequence you give, it has to be possible to reach Y from X and also to
>>reach X from Y. That means that all the moves that lead between the two
>>positions must be reversible moves. When the score of X is put into the hash
>>table, the move that lead to that score is stored with it, but no further moves
>>beyond that. Now if the stored move is a non-reversible move, then we are safe
>>to use the score from the table. Since most of the refutation moves that cause
>>beta cutoffs are captures, which are non-reversible, this allows safe usage of
>>*most* but not *all* the hashed scores. If we hit on a hash score with an
>>attached *reversible* best move, we have a decision: either accept the score and
>>keep our fingers crossed, which is what normally happens, or search the hashed
>>move (but no others) to see what happens. There is a good chance that this will
>>lead to another position that matches in the hash table, and the proces repeats
>>until we either find a safe hash score or we fail to find a hash match. Do you
>>think the logic is sound? Do you think the cost in efficiency would be too
>>great? I hope to test the idea soon and will post my findings here the method
>>seems any good.
>>
>>Best wishes,
>>Roberto
>
>
>the logic sounds ok at first reading, but the problem I see is that this would
>most likely cut hash hits by 99%... because *most* moves are reversible moves
>in the search, and they would leave it "unclear"???

Hi Bob,

I have now tried a simple implementation of the idea, where I always search the
hashed move first, and I accept the hash score for bounding purposes only if the
hashed move is irreversible. The slow-down is noticeable, but it is much less
than I thought it would be. No firm figures yet, but the number of iterations
remains the same most of the time, and is one iteration less on some occasions.
I think this because the sequence of draft moves leading from an unclear hashed
position usually involves a capture in a small number of plies from the unclear
position, and the moves to reach the clear end-position are usually also in the
table. I think captures function as refutations in the majority of cases where
beta-cutoffs occur, but sometimes the capture is a few plies down the road, eg a
fork for example.

My program recently lost a game by playing a horrendous blunder in an admittedly
already lost position, and I have a very strong suspicion that the "hash history
bug" was responsible. It occurred in a position where the opponent had the
option of perpetual check, but was up on material. If this new hashing scheme
avoids such pitfalls I think a small amount of speed may be worth it, as long as
the cost remains reasonable.

Best wishes,
Roberto



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