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Subject: Re: deep blue versus diep

Author: Omid David Tabibi

Date: 07:13:27 04/13/03

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On April 13, 2003 at 10:07:27, Vincent Diepeveen wrote:

>On April 13, 2003 at 10:01:48, Omid David Tabibi wrote:
>
>>On April 13, 2003 at 07:41:00, Vincent Diepeveen wrote:
>>
>>>On April 13, 2003 at 00:14:52, Omid David Tabibi wrote:
>>>
>>>may i remind you that many programs use R=3 basically with exception sometimes
>>>of the nullmove of depthleft == 4.
>>>
>>>I'm doing more in qsearch than you do.
>>>
>>>Further your verification search is using R=3 too with a bug in the hashtables
>>>management. Because of that bug which is that you do not store in hashtables
>>>whether a search result is based upon a verification or not, the worst case
>>>performance of verification search is R=3.
>>
>>One of the reviewers of the article asked several questions regarding the use of
>>hash tables in conjunction with verified null-move pruning. I told him exactly
>>what I told you, i.e., the depth stored in the hash table is the depth after
>>reduction (e.g., if we were in depth 6, have a fail-high report and reduce the
>>depth to 5, then the final stored depth in the hash table is 5). That might be
>>too conservative a method, but it guarantees that no hash table bugs (of the
>>form you mention) are encountered.
>
>That is not fixing it at all of course. You need to write to hashtable for
>*every* position that gets stored whether you did or did not do a verification.
>
>Then based upon this bit and whether you already did in the current search a
>verification, you can decide whether you can give a cutoff or not.
>
>So your method does not fix the problem at all. It fixes it for a *few*
>positions only.

Your method might yield greater savings; feel free to try it. The method I used
however, *guarantees* that no hash table bugs are encountered. In other words, I
always take a hash table result with a grain of salt.


>
>>However, I did not explicitly mention it in the article, as I preferred that it
>>remain as an exercise to the reader (and the reviewer also agreed that it might
>>be best to leave it to the reader to experiment). The method I used might be too
>>conservative, and so other programmers might achieve even better results by
>>using a more aggressive use of hash tables.
>
>
>
>>
>>>
>>>Best regards,
>>>Vincent
>>>
>>>>On April 12, 2003 at 22:45:19, Vincent Diepeveen wrote:
>>>>
>>>>>On April 12, 2003 at 13:20:51, Omid David Tabibi wrote:
>>>>>
>>>>>>On April 12, 2003 at 10:02:43, Uri Blass wrote:
>>>>>>
>>>>>>>On April 12, 2003 at 09:17:31, Omid David Tabibi wrote:
>>>>>>>
>>>>>>>>Quite an interesting read Vincent.
>>>>>>>>
>>>>>>>>I'm afraid you are investing too much in the parallel speedup though. Any
>>>>>>>>hardware speedup will be linear (at best) while algorithmic enhancements are
>>>>>>>>exponential. If you manage to search one ply deeper by an algorithmic
>>>>>>>>improvement, the gain will be more than any parallel speedup can yield.
>>>>>>>
>>>>>>>I agree that the hardware speedup from parallel search will be linear at best
>>>>>>>but linear improvement is not always less than one ply.
>>>>>>
>>>>>>Diep is already parallel. I assume that he will get far less than a 4x speedup
>>>>>>for his latest work on massive parallelism. Assuming an effective branching
>>>>>>factor of 4, that speedup will equal one ply.
>>>>>
>>>>>b.f. = 2.9
>>>>
>>>>Because you are using standard R=3; but is the search reliable? That bf will not
>>>>be of much use if it causes Diep to find the correct move two plies later in
>>>>comparison to its competitors. When was the last time you compared Diep's
>>>>performance to other engines using test suites?
>>>>
>>>>BTW, I can get even a smaller branching factor than yours in no time. I will
>>>>just use standard R=6 :)
>>>>
>>>>
>>>>
>>>>>
>>>>>>
>>>>>>
>>>>>>>
>>>>>>>If the number of processors is big then it can be more than one ply.
>>>>>>>
>>>>>>>I believe that it is possible to get a lot more than one ply by pruning and
>>>>>>>extensions but I decided that I prefer first to improve movei's evaluation and
>>>>>>>only later to improve movei by better pruning and extensions because evaluation
>>>>>>>is one of the things that is used in decisions about pruning and extensions.
>>>>>>>
>>>>>>>I believe that Movei's main problem in games with programs at similiar strength
>>>>>>>is in the endgame so I will probably do some improvement in that stage before
>>>>>>>going back to search.
>>>>>>>
>>>>>>>Uri



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