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

Author: Vincent Diepeveen

Date: 05:44:36 10/13/03

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On October 12, 2003 at 12:16:42, Omid David Tabibi wrote:

if you search 14 ply with just 8 plies of mainline at a P3-733 then
everyone can understand you forward prune, assuming a normal evaluation.

the positions used for your ICGA article were all mating positions,
now you suddenly use other positions?????????

if so why?

>On October 12, 2003 at 11:57:02, Vincent Diepeveen wrote:
>
>>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.
>
>You have said this again and again but that doesn't make it true. In my
>"testset" there are 138 Neishtadt positions, 879 ECM positions, 1001 WCS
>positions, and only 434 "mate in 4" and 353 "mate in 5" positions. Is this what
>you call "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.
>
>How do you know that I 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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