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Subject: Re: What are your "bad" ideas?

Author: Ricardo Gibert

Date: 09:20:15 07/27/02

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On July 27, 2002 at 01:09:16, Uri Blass wrote:

>On July 26, 2002 at 22:06:26, Ricardo Gibert wrote:
>
>>We don't very often hear about new ideas in chess programming at this forum. I
>>think this is true for 2 basic reasons:
>>(1) Programmers do not want to part with their good ideas. They keep them as a
>>secret weapon against other chess programs.
>>(2) The idea is discarded as bad.
>>
>>I don't realistically expect programmers to share their good ideas. So what I am
>>requesting here is they share their "bad" ideas instead. Why? The expression,
>>"One persons junk is another persons treasure." The following may be possible
>>with "bad" ideas:
>>(a) It may be that a "bad" idea can be transformed into a good idea with some
>>modification.
>>(b) It may be that 2 "bad" ideas can be combined into one good idea.
>>(c) It may be the idea does not work well for the game they are interested in,
>>but may work very well in another game. Null move is an example of this.
>>(d) The idea is truly bad and sharing and discussing it can save other people
>>time and effort when they get the same idea.
>>
>>
>>I'll offer the following to get things started with an idea I'm not sure is bad,
>>but I don't consider it particularly promising in any case. I'd be happy to be
>>wrong. The idea is basically this:
>>
>>Have the program perform a search that is super selective for one side, but is
>>conservative for the other side and interpret the score returned as an upper
>>bound for the conservative side. You then repeat this search in a 2nd search by
>>switching conservative and selective sides to obtain a lower bound. The idea is
>>you make a gamble. If both return the same PV and score, the gamble pays off and
>>you have saved yourself from searching a lot of nodes you would have otherwise
>>have had to search.
>>
>>If both return a different PV and score, you use the bounds for an aspiration
>>search. You end up searching more slowly overall in this case, but you make the
>>gamble that this won't happen very often. You hope for a net gain on average. If
>>you are short of time and the bounds are close together, you can skip the
>>aspiration search and just assume the lower bound score is correct and use the
>>best move from the 2nd search. The 2nd search will probably be more accurate,
>>since it benefits from the results of the first search via the hash table.
>>
>>So how to search super selectively for one side and conservatively for the
>>other? You can use null move with R=2 for the conservative side and null move
>>with perhaps R=6 for the super selective side.
>>
>>A variation on the above would be to make it "adaptive". If the gambles are
>>paying off almost all the time, the super selective side can automatically
>>increment R. For example an R=6 would increment to R=7. If the gambles are not
>>paying off often enough, the program can lower R a notch for the super selective
>>side.
>>
>>
>>So what are your "bad" ideas?
>
>I had a bad idea about testing adding checks to the first plies
>of the qsearch.
>I believed that if I get better result in the GCP test suite and
>similiar results in games then it means that my implementation
>has no bugs and I was wrong.
>
>I found only after a game that Movei lost on time that the bug
>of losing on time was a result of adding checks in the qsearch
>and the first version that is losing on time was the version
>when I added checks to the qsearch.
>
>The problem is that movei in small part of the cases
>returns beta in the qsearch when it is not justified and in
>the position that Movei lost on
>time it returned a score of mate in 0 in the first ply
>so it stopped to search when it did not have a pv.
>
>I am surprised that the latest version with that
>kind of behaviour could beat GNUchess convincingly.
>
>Uri

Thanks for responding.

I was hoping for more participation in this thread, but it looks like I
unwittingly presented two bad ideas instead of just the one intended.  ;-(



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