Author: Christophe Theron
Date: 01:22:48 10/14/03
Go up one level in this thread
On October 14, 2003 at 02:53:04, Tony Werten wrote: >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 Yes. Do yourself a favor and ignore this case. You will *NEVER* notice the difference. Christophe
This page took 0 seconds to execute
Last modified: Thu, 15 Apr 21 08:11:13 -0700
Current Computer Chess Club Forums at Talkchess. This site by Sean Mintz.