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Subject: Re: We agree, Mr. R. Hyatt. But an (valuable?) addition... (correction)

Author: Ingo Lindam

Date: 07:28:39 12/05/02

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On December 05, 2002 at 04:27:40, Ingo Lindam wrote:

I have to correct myself in atleast one point:

>... also in alpha-beta-search there are
>no trees dismissed insantly. They will be dismissed, but never instantly. You
>need a certain estimation for its score >= beta to dismiss.

This ofcourse is just true for the nodes you start to obtain a score. But when
you get an estimation of the score for current node >= beta you ofcourse (in
alpha-beta) INSTANTLY DISMISS (hopefully a lot of) childs/subtrees of this node.

But I keep my opinion that obtaining N-best-trees is worth to think about.

Best regards,
Ingo

>And when you say there are some subtrees taking 10x or 20x the time you need to
>evaluate exact than to evaluate the best subtree (in some rare cases).... Then
>it is not wrong to say there must be the some number of cases where the second
>best tree is to evaluate much faster ten the best tree... if you agree with
>evaluating both subtrees doubles the time in average.
>
>When you hint on the 90% needed to evaluate the best move and just 10% to
>dismiss the other moves hten ofcourse therin is also the effect of hashing AND
>the effect that sometime all moves are much much weaker then the only single
>best move. Here I have no problems to dismiss them also in the N-best search,
>when its score is more than DELTA weaker then best score. So N-best search will
>profit from this cases also.
>
>And thank you for the friendly hint...
>but ofcourse I am aware of winning nothing and loosing a lot of time when
>scoring exactly also the second best move in each node from the point of view
>playing games, where I just use the single best move... to play it.
>
>BUT...
>I think engines can do more than this (if we allow them to do so). They can
>analyse and give a tree to argue for their decission by giving a scored tree,
>rather than a single variation.
>
>And also the developer will save so much time (yes, SAVE time) by doing this
>(not when playing a game) but when testing and developing.
>
>Give the engine a lot of time to analyse some crucial/test positions, store the
>tree and than enjoy the speedup when testing several evaluation methods on this
>reduced search tree.
>
>And when you agree that doing a N-best search slows down not exponentially, but
>going deeper into the searchtree does. Then there must be a certain limit for
>going deeper. And when you have n time to go deeper, why not use a better, more
>complex evaluation function on the N-best tree in that time.
>
>Even more when you think of...
>
>a) N is const.!: so = O(N*N * x^ply) = O(c * x^ply) keeps O(x^ply) in O(ply)
>notation
>b) rescoring on the N-best tree can given without any problems to another
>processor or even maschine.
>c) even generating the N+1-best-tree given a N-best-tree can done by an
>additional maschine for ply K as soon as N-best tree for play K.
>d) generation the N+1-best-tree (i the MP case) can be accellerated by giving
>the hash of generating the N-best tree.
>
>Do I miss something?
>
>Internette Gruesse,
>Ingo



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