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Subject: Re: To check or not to check, this is the quiescence question

Author: Omid David Tabibi

Date: 07:49:44 10/12/03

Go up one level in this thread


On October 12, 2003 at 08:26:54, Uri Blass wrote:

>On October 12, 2003 at 08:21:35, Uri Blass wrote:
>
>>On October 12, 2003 at 07:35:57, Omid David Tabibi wrote:
>>
>>>On October 12, 2003 at 07:24:51, Uri Blass wrote:
>>>
>>>>On October 12, 2003 at 06:32:25, Omid David Tabibi wrote:
>>>>
>>>>>Recently I conducted some extensive experiments with two versions of Falcon, one
>>>>>with checks in quiescence and one without. Falcon already has lots of
>>>>>extensions, but adding checks in quiescence resulted in a significant boost for
>>>>>tactical strength.
>>>>>
>>>>>I tested the following options:
>>>>>
>>>>>a) checks everywhere in quiescence
>>>>>b) checks only in the first ply of quiescence
>>>>>c) no checks in quiescence
>>>>>
>>>>>Option 'a' was ruled out after some testing, as it resulted in a total explosion
>>>>>of quiescence search. I tried controlling it in some ways, but still the
>>>>>overhead was considerably more than the benefit. It seems that The King and
>>>>>HIARCS are the only engines using this method.
>>>>>
>>>>>Option 'b' produces almost the same tactical strength as option 'a', with a
>>>>>considerably lower overhead. The most significant contribution of checks in the
>>>>>first ply of quiescence seems to be in conjuction with null-move pruning near
>>>>>leaf nodes:
>>>>>
>>>>>For example at depth = 3, using R = 2, the null-move search will be called with
>>>>>a depth of 0, i.e., direct call to quiescence search. Here the presence of
>>>>>checks in the first ply can return a checkmate value which will result in an
>>>>>extension to main search (mate threat extension).
>>>>>
>>>>>Only using checks in the first ply of quiescence, Falcon managed to solve almost
>>>>>all tactical positions of LCTII in less than 1 second, outperforming the normal
>>>>>version (no checks in quiescence). But adding checks in quiescence (although
>>>>>only at its first ply) significantly slowed down the engine (from average of
>>>>>350kNPS to 150kNPS on my PIII/733MHz) and resulted in a worse branching factor.
>>>>>
>>>>>Next I conducted some self-play matches between the two versions, and also some
>>>>>matches versus other engines.
>>>>>
>>>>>The results of the matches were quite interesting. The version with checks in
>>>>>quiescence not only didn't outperform the normal version in actual games, but
>>>>>produced slightly inferior games in general. I especially conducted a few tens
>>>>>of matches for each version against Crafty. The normal version beat Crafty by
>>>>>something like 60%-40%. The version with checks in quiescence scored 50%.
>>>>>Whenever the game turned tactical it literally butchered Crafty, but on normal
>>>>>quiet positions Crafty once and again made a mincemeat of it by simply searching
>>>>>deeper, which resulted in a better positional play.
>>>>>
>>>>>So, it seems that adding checks in quiescence is great for solving tactical test
>>>>>suites, but not so for actual game play. The same goes for some of the
>>>>>aggressive extensions I tried; great for tactics, poor in games.
>>>>>
>>>>>I'd be interested to hear others' thoughts on this issue.
>>>>>
>>>>>I also considered using some form of static mate threat detection, independent
>>>>>of null-move search, but haven't found any interesting way to do so yet. Also,
>>>>>Falcon does not detect checkmates statically in eval(), but only when one side
>>>>>doesn't have any legal moves, i.e., it needs an additional ply to see the
>>>>>checkmate. But I don't think the latter is any important, since when the other
>>>>>side is checked, a check extension is already done, which will result in the
>>>>>detection of the checkmate.
>>>>
>>>>How can checks only in the first ply of the quiescence
>>>>do your program more than twice slower in nodes per second?
>>>>
>>>>Did you profile your program to see what parts it waste more time on them?
>>>
>>>Falcon's quiescence uses SEE to prune losing captures. Also its gen_captures()
>>>function is very fast because of the attack tables. But adding checks requires
>>>generation of all moves (a costly operation), and doing a makemove() for each of
>>>them to see whether they check the opponent (makemove is the most expensive
>>>function in the program, since the attack tables are dynamically updated there).
>>
>>
>>My attack tables are also dynamically updated in makemove but
>>when I generate checks I do not make moves that are not checks and I use the
>>from and to square to define if the move is a check.
>>
>>If you do makemove for moves that are not checks only to see if they check the
>>opponent(this is what I understand from your post) it seems that you spend a lot
>>of time on unnecessary moves.
>>
>>You should check if they check the opponent without makemove or have a special
>>function to generate only checks like you suggest later.
>>
>>I do not see why it is not going to reduce most of your slow down in nodes per
>>second.

Because I will have to generate all moves anyway. It will eliminate the overhead
of unecessary makemove() for each of those moves, but the overhead of
gen_non_caps() will still be there.



>>
>>Uri
>
>unless you already count the quiet moves that you make in the qsearch only to
>verify that they are not checks as nodes and in this case I do not understand
>why do you get significant slow down in nodes per second.

If I do that my NPS will be higher than that of Junior :)


>
>Uri



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