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

Author: Omid David Tabibi

Date: 01:47:28 10/13/03

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On October 13, 2003 at 02:28:46, Tony Werten 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).
>>And considering that more than 75% of the nodes in a normal search are in
>>quiescence, and most of those nodes are at depth = 0 (i.e., the first ply of
>>quiescence), no wonder that the slowdown is so steep.
>>
>>I can optimize this a little by using a gen_checking_moves() function, instead
>>of generating all moves, but the slowdown will remain significant even in that
>>case.
>
>Nope, not if you do it right.
>
>You already have done the hard work, why not use it ?
>
>Take the position of the opponent king, generate all knight moves from that
>square, look in your attacktables if you attack these squares with a knight.
>
>If yes, you have a knight checkmove.
>

I was thinking about this overnight, and this seems to be a good way of doing
it. Starting from the king's square I should scan all diagonals, columns and
ranks, until reaching a blocking piece. For each such square check whether an
appropriate piece atacks it. Knight checks can be generated as you mentioned.



>Tony
>
>>
>>
>>>
>>>My experience when I first tried was better result in test suites when there was
>>>not significant change in the level in games.
>>>
>>>I decided to keep it because I knew that my implementation is not optimal and I
>>>may earn later by pruning some of the checks.
>>>
>>>I later discovered bugs in my implementation that I fixed(for example returning
>>>wrong mate scores from the quiescence)
>>>
>>>I also decided later to prune part of the checks in the qsearch when the
>>>attacker can be captured and is not defended.
>>>
>>>I did not compare last version with no checks in the quiescence.
>>>
>>>Uri



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