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

Author: Omid David Tabibi

Date: 06:00:43 10/13/03

Go up one level in this thread


On October 13, 2003 at 08:44:36, Vincent Diepeveen wrote:

>On October 12, 2003 at 12:16:42, Omid David Tabibi wrote:
>
>if you search 14 ply

You count plies one way, Junior count's them another way, and Falcon counts them
in its own way.



>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,

LOL! You again show that you never read that ICGA article!

In that article I used exactly the positions I mentioned here:

138 Neishtadt positions, 879 ECM positions, 1001 WCS positions, and 434 "mate in
4" and 353 "mate in 5" positions.

:)


>now you suddenly use other positions?????????

No, they are the very same 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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