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

Author: Vincent Diepeveen

Date: 08:49:02 10/12/03

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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.

+diep
+rebel?

>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.



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