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Subject: Re: Endgame speed and evaluation

Author: Omid David Tabibi

Date: 11:25:17 01/17/03

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On January 17, 2003 at 12:52:59, scott farrell wrote:

>On January 17, 2003 at 01:20:23, Omid David Tabibi wrote:
>
>>On January 17, 2003 at 00:48:48, Robert Hyatt wrote:
>>
>>>On January 16, 2003 at 20:29:54, Omid David Tabibi wrote:
>>>
>>>>[D] 4k3/8/8/p1p1p1p1/PpPpPpPp/1P1P1P1P/8/4K3 w - - 0 1
>>>>
>>>>At the above position, some programs (e.g. Fritz, Hiarcs, Crafty) reach their
>>>>maximum depth in a second or two (see the Crafty analysis below), while others
>>>>(e.g. Tiger, Shredder) need more time as they search deeper (Tiger for example
>>>>quickly reaches depth 20, and then slowly goes deeper and deeper, see the Tiger
>>>>analysis below. For Genesis it takes about 4 minutes to reach depth 60). What is
>>>>different in the former class which enables them to quickly reach the max depth?
>>>>
>>>
>>>This is a hashing problem.  There are not many unique positions, so hashing
>>>should cause the search to be very efficient...  nothing but king moves helps
>>>this even more.
>>>
>>
>>There are only 16 (white) x 24 (black) x 2 (sides) = 768 unique positions. But
>>still normally you cannot retrieve everything from hash table: Let's say you
>>have a position stored in hash table with depth 30, but now you need a depth 31
>>search, so you cannot use the hash result; after the next iteration you will
>>need a result for depth 32 and so on and so on...
>>
>>Genesis gets about 30% hash hits from the above position.
>>
>>
>>>
>>>>Another interesting point is that Crafty (and many others) gradually reduce the
>>>>score as they searches deeper (in the below log you can see that at depth 47
>>>>Crafty gives the score 0), while some others like Tiger, remain with their fixed
>>>>score (-0.24 in the log below). Based on what factors is the score reduced in
>>>>Crafty?
>>>>
>>>
>>>Probably draw by repetition.  The side that is behind won't move his king very
>>>far from the original square.  The other side will try every possible square
>>>but after 40+ plies he runs out of new squares and the other side can force a
>>>repetition.
>>
>>If so, then why doesn't that happen with all the engines? Tiger never changes
>>the score; Genesis reached the depth 80 and never changed the score (and to the
>>best of my knowledge Genesis doesn't have any repetition detection bugs).
>>Besides, the score drop is usually gradual, not a sudden change to 0.
>
>My chompster engine has some experimental blockade detection, the score starts
>around0.05 and gets to 0.0 by ply 8 with about 2000 nodes. And depth20 has only
>20000 nodse, and a score of 0.0 still.
>
>I am thinking other commerical might have bloackade detection, and if they did,
>they would behave markedly different to those that did not.
>

I also have a blockage detection system, managing to detect the most complex
King and Pawn blockages even despite some dynamic pawns' presence, but the above
example is interesting for hash table debugging purposes.


>Scott



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