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

Author: Omid David Tabibi

Date: 01:46:19 10/14/03

Go up one level in this thread


On October 14, 2003 at 04:22:48, Christophe Theron wrote:

>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.
>

Ah yes, ep checking captures can be totally ignored in quiescence, since they
will be generated anyway as part of non-losing captures...


>
>
>    Christophe



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