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

Author: Vincent Diepeveen

Date: 05:50:12 10/13/03

Go up one level in this thread


On October 12, 2003 at 12:03:37, Omid David Tabibi wrote:

>On October 12, 2003 at 11:45:07, Tord Romstad wrote:
>
>>On October 12, 2003 at 10:23:35, Omid David Tabibi wrote:
>>
>>>[D]6k1/5p2/3P2p1/7n/3QPP2/7q/r2N3P/6RK b - - 0 1
>>>
>>>If you do checks everywhere in quiescence, you should see this immediately.
>>
>>If I did *all* checks everywhere in qsearch, I should see it instantly, yes.
>>But as you
>>remarked in the article at the beginning of this thread, this is too expensive.
>>Beyond
>>the first ply of qsearch, I have very strong restrictions about when and which
>>checks
>>to generate.
>>
>>>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!
>>
>>I do repetition detection in quiescence, and I have no max extension limit.
>>Looking
>>closer on the position in question, it does seem a bit strange that I need such
>>a long
>>time to find the solution.  The combination is not very deep.  Perhaps I have a
>>bug
>>somewhere -- it's worth a closer look.
>>
>>>Falcon doesn't manage to solve number 12 either.
>>
>>Number 12 is very hard.   But even solving number 10 and 11 in less than a
>>second
>>is very impressive, IMHO.
>>
>>>>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()...
>>
>>I am not so sure about that.  Most of what you write above applies to my engine,
>>too.  The attack tables are useful when generating checks, too.  And of course
>>you
>>do not generate checks before you have generated and searched all captures and
>>they all failed low.
>>
>>>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.
>>
>>This sounds extremely dangerous to me -- doesn't this imply that you will not
>>always detect mates in qsearch?
>
>No checkmate can possibly take place at the first ply of quiescence, since I do
>the following in the main search:
>
>...
>makemove(move);
>if (other side is in check)
>    extension += 1;
>call_depth = depth - 1 + extension;
>if (call_depth > 0)
>    score = -search(..., call_depth);
>else
>    score = -quiescence(...);
>...

isn't that very inefficient unless you extend moves that give a check instead of
moves that get out of check.

of course moves that get out of check, to extend them is always better which is
easily provable even theoretically.

>So if the other side is in check the depth will be extended instead of calling
>quiescence.
>
>But within the quiescence no checkmate can be detected in the normal version.
>
>
>>And doesn't this cause too many tactical mistakes?
>
>It to causes problems mainly in null-move pruning. Assume you are at depth = 3
>and use R = 2. Your calling depth is 3-2-1=0, i.e., you directly call quiescence
>(after doing a null-move). Now it is the opponent's turn who checkmates you in
>the first ply of quiescence. Using checks in quiescence the checkmate will be
>detected, which will trigger a mate threat extension in the main search.
>Otherwise (in the normal version) just eval() is returned and assuming it is
>above beta we have a fail-high. All good and nice we are sure that our position
>is good enough to justify a cutoff, while in fact we are mate in 1!
>
>That's the main reason why checks in the first ply of quiescence contribute so
>much to tactical strength.
>
>
>>
>>>>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...
>>
>>Very interesting.
>>
>>>>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.
>>>
>>>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.
>>
>>This is very possible.  I have experimented with values of R below 3, and with a
>>minimalistic qsearch without checks, but never in combination.  Probably yet
>>another thing I should try ...
>>
>>Tord



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