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

Author: Omid David Tabibi

Date: 09:09:12 10/12/03

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On October 12, 2003 at 11:49:02, Vincent Diepeveen 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.
>
>+diep
>+rebel?

Right.


>
>>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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