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

Author: Uri Blass

Date: 08:06:01 10/12/03

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On October 12, 2003 at 10:49:44, Omid David Tabibi wrote:

>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.

I assumed that the main overhead is because of unnecessary makemove and not
because of gen_non_cap() based on the following words of you:

"makemove is the most expensive
function in the program, since the attack tables are dynamically updated there"

Uri



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