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

Author: Omid David Tabibi

Date: 15:19:06 10/13/03

Go up one level in this thread


On October 13, 2003 at 08:08:15, Omid David Tabibi wrote:

>On October 13, 2003 at 07:51:47, Tony Werten wrote:
>
>>On October 13, 2003 at 04:47:28, Omid David Tabibi wrote:
>>
>>>On October 13, 2003 at 02:28:46, Tony Werten wrote:
>>>
>>>>On October 12, 2003 at 07:35:57, Omid David Tabibi wrote:
>>>>
>>>>>On October 12, 2003 at 07:24:51, Uri Blass 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.
>>>>>>>
>>>>>>>Option 'b' produces almost the same tactical strength as option 'a', with a
>>>>>>>considerably lower overhead. The most significant contribution of checks in the
>>>>>>>first ply of quiescence seems to be in conjuction with null-move pruning near
>>>>>>>leaf nodes:
>>>>>>>
>>>>>>>For example at depth = 3, using R = 2, the null-move search will be called with
>>>>>>>a depth of 0, i.e., direct call to quiescence search. Here the presence of
>>>>>>>checks in the first ply can return a checkmate value which will result in an
>>>>>>>extension to main search (mate threat extension).
>>>>>>>
>>>>>>>Only using checks in the first ply of quiescence, Falcon managed to solve almost
>>>>>>>all tactical positions of LCTII in less than 1 second, 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.
>>>>>>>
>>>>>>>Next I conducted some self-play matches between the two versions, and also some
>>>>>>>matches versus other engines.
>>>>>>>
>>>>>>>The results of the matches were quite interesting. The version with checks in
>>>>>>>quiescence not only didn't outperform the normal version in actual games, but
>>>>>>>produced slightly inferior games in general. I especially conducted a few tens
>>>>>>>of matches for each version against Crafty. The normal version beat Crafty by
>>>>>>>something like 60%-40%. The version with checks in quiescence scored 50%.
>>>>>>>Whenever the game turned tactical it literally butchered Crafty, but on normal
>>>>>>>quiet positions Crafty once and again made a mincemeat of it by simply searching
>>>>>>>deeper, which resulted in a better positional play.
>>>>>>>
>>>>>>>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.
>>>>>>>
>>>>>>>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. Also,
>>>>>>>Falcon does not detect checkmates statically in eval(), but only when one side
>>>>>>>doesn't have any legal moves, i.e., it needs an additional ply to see the
>>>>>>>checkmate. But I don't think the latter is any important, since when the other
>>>>>>>side is checked, a check extension is already done, which will result in the
>>>>>>>detection of the checkmate.
>>>>>>
>>>>>>How can checks only in the first ply of the quiescence
>>>>>>do your program more than twice slower in nodes per second?
>>>>>>
>>>>>>Did you profile your program to see what parts it waste more time on them?
>>>>>
>>>>>Falcon's quiescence uses SEE to prune losing captures. Also its gen_captures()
>>>>>function is very fast because of the attack tables. But adding checks requires
>>>>>generation of all moves (a costly operation), and doing a makemove() for each of
>>>>>them to see whether they check the opponent (makemove is the most expensive
>>>>>function in the program, since the attack tables are dynamically updated there).
>>>>>And considering that more than 75% of the nodes in a normal search are in
>>>>>quiescence, and most of those nodes are at depth = 0 (i.e., the first ply of
>>>>>quiescence), no wonder that the slowdown is so steep.
>>>>>
>>>>>I can optimize this a little by using a gen_checking_moves() function, instead
>>>>>of generating all moves, but the slowdown will remain significant even in that
>>>>>case.
>>>>
>>>>Nope, not if you do it right.
>>>>
>>>>You already have done the hard work, why not use it ?
>>>>
>>>>Take the position of the opponent king, generate all knight moves from that
>>>>square, look in your attacktables if you attack these squares with a knight.
>>>>
>>>>If yes, you have a knight checkmove.
>>>>
>>>
>>>I was thinking about this overnight, and this seems to be a good way of doing
>>>it. Starting from the king's square I should scan all diagonals, columns and
>>>ranks, until reaching a blocking piece.
>>
>>Yes, except that if the piece is of color "side to move", you should continue
>>the scan.
>
>Ah yes, discovered checks!

And also weird cases involving ep:

[D]8/8/8/1k1pP1R1/8/8/8/4K3 w - d6 0 2

The move exd6 is a checking move. sigh...



>
>
>>
>>Tony
>>
>>>For each such square check whether an
>>>appropriate piece atacks it. Knight checks can be generated as you mentioned.
>>>
>>>
>>>
>>>>Tony
>>>>
>>>>>
>>>>>
>>>>>>
>>>>>>My experience when I first tried was better result in test suites when there was
>>>>>>not significant change in the level in games.
>>>>>>
>>>>>>I decided to keep it because I knew that my implementation is not optimal and I
>>>>>>may earn later by pruning some of the checks.
>>>>>>
>>>>>>I later discovered bugs in my implementation that I fixed(for example returning
>>>>>>wrong mate scores from the quiescence)
>>>>>>
>>>>>>I also decided later to prune part of the checks in the qsearch when the
>>>>>>attacker can be captured and is not defended.
>>>>>>
>>>>>>I did not compare last version with no checks in the quiescence.
>>>>>>
>>>>>>Uri



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