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

Author: Tony Werten

Date: 23:53:04 10/13/03

Go up one level in this thread


On October 13, 2003 at 18:19:06, Omid David Tabibi wrote:

>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...

Skip it.

Tony

>
>
>
>>
>>
>>>
>>>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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