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

Author: Omid David Tabibi

Date: 05:56:05 10/13/03

Go up one level in this thread


On October 13, 2003 at 08:50:12, Vincent Diepeveen wrote:

>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.

Sure. There is no difference.


>
>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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