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Subject: Re: new idea on managing time using depth reduction at root

Author: Robert Hyatt

Date: 07:31:37 02/08/03

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On February 08, 2003 at 00:50:22, scott farrell wrote:

>My idea relies on an underlying use of PVS search (principal variation serach),
>an aspiration window, and IID (internal iterative deepening).
>
>When searching the root position, I search the first move as per normal.
>
>Then I search all remaining root moves at depth-1, basically everything gets a
>reduction. This speeds the already fast PVS search. If any of the PVS searches
>at root fail require a research, I research without the reduced depth.
>
>If at any time I fail low at root without a PV move already, then you panic and
>add time etc, and dont do any depth reductions.



The question that has to be asked is this:


"what justifies comparing the results of a depth D+1 search for the first
move at the root to a depth D search for the remainder of the root moves?"

All this does is introduce horizon effects on the remaining moves as they are
searched less deeply.

If you are doing null-move properly, the rest of the root moves take only a
small fraction of the time (combined) that the first root move requires to
search.



>
>If you fail high, I often just take the move if its near to the time allowed for
>this move, especially if its value is more than our last move on the board.


This is yet another problem.  You just failed high on a search one ply less
deep than the search you are failing high over.  What happens if you were to
re-search this move with the right depth and it fails low way below the
first move's score?



>
>The idea is based on a few thoughts:
>"why do you try ply 9 when you already have a nice move on ply 8"
>"are you trying to ensure the move is safe?"
>"are you trying to find a better move?"

The latter.



>
>I think proving your move is safe is far more important. And that is what my
>idea above does. It spends more time on checking that your move is safe, rather
>than looking for a better move. This really helps, when there are 2 candidates
>moves, and they are very close in score, and your engine spends lots of time
>flip-flopping between them as best. My idea disregards the second, until it can
>be shown it is much better.
>
>When you have finished searching say ply8, you have really only searched ply8
>for the best move, and ply7 for everything else, unless you found a problem with
>the best move and panicked.
>
>In positions where you have 1 clear good move, things really get an amazing
>boost. In positions with lots of traps, it takes just as long as normal (ie. no
>slower), but finds the traps more quickly, and during a game gives you the fail
>low more quickly in order to allocate more time.



>
>I implemented this in chompster, and it seems to have had no drawbacks. It has
>been averaging around 2450 on ICC in recent weeks, pretty good for Java !!
>
>This will be especially useful for 'newer' engines that arent real good on time
>management, and only search full plies at the moment - this sort of allows you
>to search partial plies when it is safe to do do.
>
>Let me know what you think, and if you might give it a try in your engine.
>
>Scott



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