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Subject: Re: question about junior and the weakness of the even plies.

Author: Dave Gomboc

Date: 07:18:34 09/10/03

Go up one level in this thread


On September 09, 2003 at 21:02:49, Sune Fischer wrote:

>On September 09, 2003 at 14:06:42, Knut Bjørnar Wålberg wrote:
>
>>Your friend remembers correctly, there is something mentioned in the T-notes
>>from June 29th 2003 (http://www.chessbase.com/support/support.asp?pid=271):
>>
>>-"Skip even plies" changes this behavior somewhat. If you set the dialogue for
>>"9" through "13" and check this box, you'll get just three games instead of
>>five: it will play games using search depths of nine, eleven, and thirteen plies
>>-- skipping over "10" and "12". There's a reason for using this setting: some
>>chess engines (particularly older ones) become somewhat tactically "blind" at
>>even-ply search depths (they fail to consider responses to surprise moves by the
>>opponent and neglect defense a bit). So you'll tend to get better play with
>>these older engines if you check the "Skip even plies" box.
>>
>>And I found a brief explanation
>>(www.cs.ualberta.ca/~games/articles/aphidacc.ps.gz):
>>-Many game-tree search programs exhibit an effect based on the parity of the
>>search depth (odd or even number of ply). Scores are stable when you look at
>>results from the odd plies only, or even plies only, but are sometimes unstable
>>when you mix the two. Thus, we use the largest ply value with the same parity,
>>instead of always using the largest ply value available.
>>
>>...which makes sense. Then finally a paper by among others Aske Plaat
>>(http://www.cs.vu.nl/~aske/Papers/optim.pdf):
>>-An interesting feature is that all three programs, Othello and chess in
>>particular,have significantly worse performance for even depths. The reason for
>>this can be seenif we look at the structure of the minimal tree. In going from
>>an odd to an even ply,most of the new nodes are nodes where a cutoff is expected
>>to occur. For the minimalgraph, their children count as just one node access.
>>However, the search algorithmmay have to consider a number of alternatives
>>before it finds one that causes the cutoff.Therefore, at even plies, move
>>ordering is critical to performance. On the other hand,in going from an even to
>>an odd ply, most of the new nodes are children of nodes whereno cutoff is
>>expected. All of the children are part of the minimal graph. Hence, at
>>thesenodes move ordering has no effect since all children have to be searched
>>anyway.The preceding leads to an important point: reporting the efficiency of a
>>fixed-depthsearch algorithm based on odd-ply data is misleading. The odd-ply
>>iterations givean inflated view of the search efficiency. For odd-ply searches,
>>all three programs are searching with an efficiency similar to the results
>>reported for other programs.However, the even-ply data is more representative of
>>real program performance and,on this measure, it appears that there is still
>>room for improvement. In light of this, theHitech results of 1.5 for 8-ply
>>searches seem even more impressive [3].
>>
>>The explanation above seems ok, but I'm not among the most qualified on these
>>boards to comment. Oh, BTW, all quotes found by the help of Google. :)
>
>IMO that is pure nonsense, for real chess programs anyway.
>In fact, if you see this in your program then you know your q-search is not good
>enough - per definition you can almost say, because this is the kind of
>instability effect a q-search should eliminate.
>
>But not only the q-search should help combat this, the whole search should
>(probably) be bell-shaped around the ply-depth. For good engines I'd expect this
>bell to be rather flat and smooth.
>Admittedly I've never extracted this curve from my own program, but maybe I
>should... :)
>
>-S.

It's not pure nonsense.  Not every position is tactical.

Dave




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