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

Author: Uri Blass

Date: 08:33:38 10/12/03

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On October 12, 2003 at 11:13:22, Andrew Williams wrote:

>On October 12, 2003 at 10:45:36, Omid David Tabibi wrote:
>
>>On October 12, 2003 at 08:25:27, Andrew Williams 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).
>>>
>>>Hi Omid,
>>>
>>>I have a move_gives_check_or_promotes(move mv) function which I use in certain
>>>places (there's an associated gives_discovered_check(..)). At the time
>>>implemented it, this was a lot faster than doing the make_move(..), for the same
>>>reasons that you give. However, I'm afraid I can't remember exactly how much
>>>faster. Do you have a get_me_out_of_check() move generator, for the case when
>>>the King is in check? Or do you just generate (and make) all moves again if the
>>>King is in check in the Qsearch?
>>
>>Generate all moves and do makemove() in an inefficient way...
>>
>
>My get_me_out_of_check() function generates captures of the attacking piece,
>then if it's a sweeper it walks between king and attacker generating blocking
>moves. Finally it looks at the King's escape squares to see if they are
>clear/attacked.  The nice thing about this is that you can use your attackboards
>to do lots of this work. The nasty thing is that if you use it in the normal
>search, you run the risk of appalling losses until you iron out all the bugs.
>Caveat emptor (I don't know what "user of a technique" is in Latin).

I also have a similiar function and it was from the beginning of movei.
Checks in the qsearch is probably a bad idea without that function.

Uri



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