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

Author: Vincent Diepeveen

Date: 06:21:15 10/13/03

Go up one level in this thread


On October 13, 2003 at 09:00:43, Omid David Tabibi wrote:

>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.

So kind of a 1000 mating positions.

that proofs my point convincingly.

>:)
>
>
>>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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