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Subject: Re: Move Ordering

Author: Uri Blass

Date: 08:40:22 12/25/02

Go up one level in this thread


On December 25, 2002 at 11:38:26, John Lowe wrote:

>On December 25, 2002 at 02:34:22, Uri Blass wrote:
>
>>On December 24, 2002 at 23:05:09, Robert Hyatt wrote:
>>
>>>On December 24, 2002 at 19:24:04, Vincent Diepeveen wrote:
>>>
>>>>On December 23, 2002 at 19:21:57, Uri Blass wrote:
>>>>
>>>>>On December 23, 2002 at 18:31:03, Dieter Buerssner wrote:
>>>>>
>>>>>>On December 23, 2002 at 18:08:15, Martin Bauer wrote:
>>>>>>
>>>>>>>Hello,
>>>>>>>
>>>>>>>i have a queastion about move ordering. There are many sources with move
>>>>>>>ordering heuristics like killer heuristic, history and so on...
>>>>>>>
>>>>>>>But I found no description _how_ to program the move ordering in an _efficient_
>>>>>>>way. In my own enginge I use an integer value together with the move and put it
>>>>>>>on the move stack. Moves that should be searched first, become a high value and
>>>>>>>the less important moves a low one. Then there is a function named
>>>>>>>"NextBestMove" that that looks for the highest value at the actual searchdepth
>>>>>>>on the movestack. Therefore it must look at all possible moves in the actual
>>>>>>>position. When the best move is found, the value is set to -Matescore, so it can
>>>>>>>not get the best move the next time the function is called.
>>>>>>
>>>>>>This is the normal way to do it, I think. Instead of giving a "marker score", to
>>>>>>not search the move again, you could shift the move to the start or to the end
>>>>>>of the array, and remember the new bounds (incrementing a pointer may be enough
>>>>>>for this). This will save a few CPU cycles. It is essentially the inner loop of
>>>>>>a normal selection sort.
>>>>>>
>>>>>>>This algorithm must have a look at all possible moves in the position at the
>>>>>>>actual depth, even if the frist 10 best moves are searched. This look not
>>>>>>>efficient to me, because it is an O(n) algorithm in reading the best move and
>>>>>>>O(1) in storing the best move.
>>>>>>
>>>>>>I think, there is no practical better way. Sorting the whole move list can
>>>>>>easily be done faster (especially, when it has some considerable length, so not
>>>>>>just relpy to check). But often, the work will be done for nothing, because one
>>>>>>move will be enough for a cutoff. I experimented a bit with the following idea:
>>>>>>Try to guess, when we expect a fail high node: use the selection sort method
>>>>>>above. Whe expecting a fail low node, do a qsort (the Standard C-language qsort
>>>>>>would probably be a bit slow for this, because of all the calls to the compare
>>>>>>function, I had written my own). But, I really could not measure any performance
>>>>>>increase, so I gave up on the idea. It just made the code bigger ...
>>>>>
>>>>>If you expect a fail low move you can simply not care about order of moves.
>>>>
>>>>This is utter nonsense.
>>>>
>>>>==> note that it is another years 80 design issue in crafty
>>>>
>>>>For many reasons sorting is better. To just list a few
>>>>  a) it *might* give a cutoff now. No heuristic is 100% accurate
>>>>     going to predict it is going to get a fail low again.
>>>>     The proof for that is obvious. If you know it for 100% sure you
>>>>     can simply return alpha and stop searching this node!
>>>>  b) it goes into hashtable and gets reused later. You perhaps do not
>>>>     expect a fail low then but the best move saved in the hashtable is
>>>>     a random move in your case
>>>>  c) it improves positional play obviously. Suppose you pick a random
>>>>     move giving 0.001 versus a chosen move 0.001. The chosen move on
>>>>     average is better. Do not underestimate this effect at all. this is
>>>>     not a 'once in a million moves i play' scenario.
>>>
>>>That is utter clap-trap.  Why don't you go read Knuth/Moore's paper on
>>>alpha beta.  There you will find that move ordering does _not_ affect the
>>>final score, only the size of the tree.  Something every senion-level computer
>>>science student should know.
>>
>>I can imagine a case that it can affect the final score.
>>
>>Suppose that there are 2 moves that potentialy gives fail high that you did not
>>search
>>move A and move B.
>>
>>if you search first move A you get a score for move A and move B is pruned
>>by null move pruning.
>>
>>if you search first move B then move B is not pruned by null move pruning and
>>you get a bigger score for move B so you do not play move A.
>>
>>It does not mean that not sorting is a mistake because being faster is an
>>advantage and I do not think that the quality of order by history table is good
>>in any case so not sorting after enough moves is an advantage for a lot of
>>programs.
>>
>>Uri
>
>I thought the idea of move ordering was to predict cut-offs faster to give you
>time to look a bit further within the time limit.
>
>Disproving what you earlier thought was the best will affect the outcome. An
>indirect but positive contribution from move ordering.

When you calculate perft you calculate number of games and order of moves have
no importance.

Uri



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