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Subject: Re: DeepBlue && SingularExtensions && !Nullmoving

Author: Robert Hyatt

Date: 18:03:52 10/16/02

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On October 16, 2002 at 03:47:01, Vladimir Medvedev wrote:

>In his online interview Mr. CrazyBird told that DB did not use nullmoving
>because it is not compatible with singular extensions. Could somebody explain
>what are "singular" extensions (which difference with general meaning of
>extensions technique? Are singular extensions used only for one move in the
>node, while "common" - for all moves from the node? )
>
>Why are they incompatible with nullmoving?


Deep Blue 2 used singular extensions plus a new idea they had.  The idea is that
if you can prove
that one move is clearly better than all the other moves, by a significant
margin, then that move
is called "singular".  And it should be extended.  The reason for this is
handling threats properly.
If only one move is real good, it might be something like a "spite check" that
prevents you from
capturing or doing something else to me that is good for you.  If you don't
extend such lines,
you let the horizon effect sneak in artifact after artifact into your search.

Null-move is exactly the opposite.  You use a shallow search to see if your
opponent has any
serious threat, by just not moving.  If you let him move twice in a row, and he
doesn't kill you,
then your position is very good.  Good enough there is little point in spending
more time searching
it.

The two tend to hurt each other.  I had little trouble making a reasonable SE
version of Cray
Blitz (both fail-high singular and PV-singular) that performed well.  I tried it
on Crafty and failed
miserably.  I tried a "cheaper" approach used by Ferret and it also didn't work
very well for me
although it was "closer" to doing ok than _real_ singular extensions.  Several
have played with
it since, and to date, I haven't seen any implementation in Crafty that is
better overall than the
non-SE version.

Whether the "issues" can be resolved or not is another question, but the two do
interact in
bad ways.  SE needs a real search to see if a move is significantly better than
the rest.  Null-
move uses a shallow search to prune things.  The interaction is not always
favorable and SE
misses extending where it should, or extends where it should not, because of the
shallow
null-move searches reporting back with confusing scores.



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