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

Author: Vincent Diepeveen

Date: 08:57:02 10/12/03

Go up one level in this thread


On October 12, 2003 at 10:23:35, Omid David Tabibi wrote:

>On October 12, 2003 at 09:27:09, Tord Romstad 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.
>>
>>These are not the only ones.  I am fairly sure Diep searches checks everywhere
>>in the
>>qsearch, and Gothmog (my engine) also does.
>
>True, I referred to commercial engines. HIARCS and King definitely do checks
>everywhere in quiescence (with certain limitations of course), but I'm not
>completely sure about Fritz, Shredder, and Tiger (Junior seems not to have a
>quiescence at all, but it has a large set of extensions).
>
>
>>
>>>Option 'b' produces almost the same tactical strength as option 'a', with a
>>>considerably lower overhead.
>>
>>Interesting.  I have only tried options 'a' and 'c' myself, and always found
>>option
>>'a' to be significantly better (in games as well as test suites).  I should
>>probably
>>do some experiments with option 'b' as well.
>>
>>>Only using checks in the first ply of quiescence, Falcon managed to solve almost
>>>all tactical positions of LCTII in less than 1 second,
>>
>>Very impressive.  Gothmog (on an Athlon XP 2.4 GHz) solves the first 8 positions
>>in
>>less than a second, but needs 1:18 for number 9,
>
>[D]6k1/5p2/3P2p1/7n/3QPP2/7q/r2N3P/6RK b - - 0 1
>
>If you do checks everywhere in quiescence, you should see this immediately.
>After 1...Rxd2 2.Qxd2 all the rest of the moves are checks until you detect draw
>by threefold repetition (maybe you've turned off repetition detection in
>quiescence? or your max extensions limit is too shallow...). HIARCS finds the
>move at the first iteration!
>
>The following is Falcon's analysis (with checks enabled only at the first ply of
>quiescence):
>
>Falcon 0.0.3.5 running on GenuineIntel 733MHz 256MB:
>depth     time    nodes   nps  score  variation
> 6/10     0.16      16k  103k   3.22  1...h5f4
> 6/12     0.29      30k  104k   8.55  1...f7f5 1.d6d7 a2a8 2.d4d5
> 6/12     0.31      32k  106k   3.47  1...h5f4 1.d6d7 f4e6 2.d7d8q e6d
>                                      3.d4d8 g8h7
> 8/14     0.43      47k  109k   3.61  1...h5f4 1.d6d7 f4e6 2.d7d8q e6d
>                                      3.d4d8 g8h7 4.d8d4
> 8/17     0.89      99k  111k   3.50  1...a2d2 1.d4d2 h3f3 2.d2g2 f3f4
>                                      3.d6d7 f4d6
>10/19     0.97     108k  111k   3.17  1...a2d2
>10/19    11.42    1275k  111k   0.00  1...a2d2 1.d4d2 h3f3 2.g1g2 f3f1
>                                      3.g2g1 f1f3
>12/21    11.54    1292k  112k   0.00  1...a2d2 1.d4d2 h3f3 2.g1g2 f3f1
>                                      3.g2g1 f1f3
>14/23    12.04    1374k  114k   0.00  1...a2d2 1.d4d2 h3f3 2.g1g2 f3f1
>                                      3.g2g1 f1f3
>16/25    14.07    1722k  122k   0.00  1...a2d2 1.d4d2 h3f3 2.g1g2 f3f1
>                                      3.g2g1 f1f3
>
>
>
>>25 seconds for number 10, 25
>>seconds
>>for number 11, and doesn't solve number 12 at all (at least not within a few
>>hours).
>
>Falcon doesn't manage to solve number 12 either.
>
>
>>Earlier
>>versions solved number 9 instantly, but the quick solution turned out to be
>>caused by
>>a bug: I had accidentally changed my single-reply-to-check extension to a
>>two-replies-to-check extension.
>>
>>>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.
>>
>>You must have a very inefficient way of generating checks, I think.
>
>That's true. Only recently I added checks in quiescence to the engine, and so
>still haven't written a gen_checks() functions. However, the kind of attack
>tables I use result in a very speedy generation of captures, which results in a
>very optimized captures only quiescence. Adding checking moves will slow down
>the engine considerably anyway, even if I write a good gen_checks()...
>
>One thing I have to mention is that in the normal version I never check for
>check evasions in quiescence. If the side to move is in check and doesn't have
>any legal non-losing capture, I just return eval(). That's another reason why
>the normal quiescence is so fast.
>
>
>>I haven't
>>spent a
>>lot of time optimising check generation myself, and in my program the NPS drops
>>by
>>only about 15%.  It would probably be possible to push it below 5% with some
>>effort.
>>
>>>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.
>>
>>It seems like checks in the qsearch is one of those things that works well in
>>some
>>programs, and not in others.  Crafty, for instance, seems to do very well
>>without
>>any checks whatsoever,
>
>I wouldn't say so from a tactical point of view. Whenever the game turned
>tactical, Crafty didn't have any chance against Falcon with checks in
>quiescence. But Crafty did search deeper and played a better positional game. I
>must also add that Falcon uses a huge number of different extensions (I think
>only HIARCS has more extensions), and so maybe adding checks in quiescence on
>top of them all isn't such a good idea...
>
>
>>but for me the results without checks are clearly worse.
>>
>>Other ideas that I have never been able to make work are recapture extensions
>>and
>>all sorts of nullmove pruning except plain R=3 (R=2, R=2.5, adaptive pruning and
>>verified
>>nullmove pruning are all clearly worse for me).
>
>In Falcon I conducted all the experiments I conducted on Genesis for the paper
>verified null-move pruning, and got the same results. Plain R=3 was too risky
>neglecting many tactical shots. I now use a modified version of verified
>null-move pruning.

This simply is a matter of bad experimentation from your side.

When you do check first ply in qsearch and no dubious forward pruning last ply
(your search depths are *very* big considering hardware) then at your 'testset'
that version will outperform any other version trivially with R=3, because it's
nearly all mating problems.

>But maybe plain R=3 didn't work for me because I didn't have checks in
>quiescence, and so it resulted in a very inaccurate search. The only program
>I've heard which uses plain R=3 is DIEP, which does conduct checks everywhere in
>quiescence.

You should test R=3/2 too when you forward prune that much.

>
>>
>>>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.
>>
>>I have also experimented with static mate threat detection in the evaluation
>>function,
>>but it is very tricky to get it right.  Also, all minor bugs are likely to have
>>catastrophic
>>consequences (at least if you allow the evaluation function to return a mate
>>score when
>>the static mate finder reports a mate in n for the side to move).
>>
>>Tord



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