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Subject: Re: Q&A with Feng-Hsiung Hsu

Author: Vincent Diepeveen

Date: 14:19:50 10/13/02

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On October 13, 2002 at 16:55:32, Jeremiah Penery wrote:

first of all. in endgames when i search dual i get huge mainlines.
sometimes 25 ply and i have a nominal search depth of like 15 then.

if i add a bunch of processors i sometimes get weird long mainlines
because it searches nonsense.

this is a well known phenomena.

now they search very small search depths with a big number of processors.

So they all search incredible nonsense.

also we know they extended a lot for not so common reasons.

that explains obviously a lot.

so the only reliable mainlines is the first mainlines of a game. we just
have 6 games as you know.

after that the hashtable is filled with nonsense of a few ply which adds
up quickly. extensions do the rest of the job.

i do not understand how just the statement of 1 person could cause so much
confusion.


>On October 13, 2002 at 15:55:05, Vincent Diepeveen wrote:
>
>>On October 13, 2002 at 15:47:43, Jeremiah Penery wrote:
>>
>>>On October 13, 2002 at 14:14:13, Vincent Diepeveen wrote:
>>>
>>>>On October 13, 2002 at 13:50:24, Jeremiah Penery wrote:
>>>>
>>>>for any chessprogrammer it is very clear Jeremiah.
>>>>
>>>>It's 12 ply and the 6 only means that the hardware search can
>>>>be up to 6 ply within that 12 ply nominal.
>>>
>>>For the millionth time, explain 4(5) then.
>>
>>it's a lot easier when you try to imagine how you would start
>>a search. Look at 4 ply you want to involve other cpu's too.
>>
>>You have 480 chess chips. 9 out of 10 is idling anyway
>>(we know this because everyone says it was capable in theory
>>to get a billion nodes a second in theory, yet it got only
>>126 million nodes on average; there is no discussion here)
>>
>>you want to use as many cpu's as possible. So at the root you
>>ask a few chips. Of course you must take into account extensions too.
>
>If they needed an exact score from the chess processors, they could do the same
>search on many processors at once with different bounds, because the hardware
>searched with a null-window.  So it's like MTD researching to converge on the
>real value, with the potential to take only the amount of time of a single
>research, also having the side effect of using lots of processors, if that's
>what your goal is.
>
>>If a 4 ply search for this chip is too much, then you split it. and
>>split it. Giving a 2 ply search to chip A, and a 3 ply search to
>>chip B.
>
>If you want a 4-ply search, how do you get it from a 2-ply plus a 3-ply search
>on different processors?
>
>>The 5 in short has no meaning here.
>
>No, it means the hardware search (not counting quiescense or extensions) could
>be up to 5 ply. :)  What it means in relation to the first number, however, is
>not so clear.
>But you said above about 12(6), "It's 12 ply and the 6 only means that the
>hardware search can be up to 6 ply ***within that 12 ply nominal.***"  If 5 has
>no meaning in 4(5), then your previous statement was simply wrong.  Else, the
>meaning of 4 is still not completely clear.
>
>>You can see that the mainlines at the start of the game (so before
>>hashtables are filled with a lot of info that extends lines)
>>that the lines it gives at 4 , 5 , 6 ply is usually 1 ply long.
>
>There is hardly ever a 1-ply line given.  After a wrong pondering guess, I often
>see depth of 3(4), and the mainline is almost always 3-5 ply given, sometimes
>much longer.  Sometimes after a wrong pondering, the first depth given is more
>like 8(4), with line of about 8 ply.  5(5) is also a common number, and
>sometimes the lines are 1 ply, but more often 3 or more.
>
>If you want, I can go through all the logs later today and make a table of the
>first search output after a wrong pondering, with the depth - x(x) - and the
>length of the given PV.



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