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Subject: Re: Q: Singular extensions

Author: Robert Hyatt

Date: 19:43:44 01/06/04

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On January 06, 2004 at 18:45:34, Tord Romstad wrote:

>On January 06, 2004 at 16:24:07, Robert Hyatt wrote:
>
>>Yes, but Ferret is not using Hsu's Singular Extension algorithm.  not even
>>close.  Bruce is using a "SE approximation" that works very well, but it is
>>not to be confused with what Hsu defined as singular extensions.
>>
>>I did the full DB implementation in Cray Blitz, and using non-recursive
>>null-move R=1, it seemed to work pretty well.  I have tried it more than
>>once in Crafty, and it simply did not work reasonably whatever I tried.  I've
>>not decided that it is hopeless, but I have not played with it further in at
>>least a couple of years now...
>
>Have you experimented with Bruce's approximation as well?  What were the
>results?
>I am tempted to try something similar to singular extensions myself some day,
>but
>I'm afraid I would have to modify the idea a bit to make it work with my MTD(f)
>search.

I haven't even given mtd(f)/singular-extensions any thought at all, but the
idea seems basically flawed, when you think about it.  :)

However, I have tried Bruce's approach a long while back, and it never seemed
to pay off for me.  It might find tactics quicker, but then it searched about
a ply less deep, and in games on ICC it always seemed worse.  Bruce thought
that it was a "break-even" deal, and if so, it might be worth it due to the
tactical acuity.  But I never quite got to "break-even".

I think I sent the code to Mike Byrne and a few others at various times and I
don't recall anyone reporting any tweaks that made it seem worthwhile.. they
might respond differently however...

>
>>I came to the same conclusion that somehow, null-move with bigger R values simply
>>doesn't work very well.  You extend, but null-move reduces the depth and things get
>>lost in the middle.
>
>That's interesting -- I have precisely the opposite experience.  Small R values
>have never
>worked for me, except in the endgame.  In the middle game, I currently use R=1,
>2, 3 or 4
>depending on the evaluation function.  I use R=1 or 2 when the remaining depth
>is small
>and the evaluation function decides that the risk of a horizon problem is big
>(for instance
>when the side to move has a trapped or pinned piece, there are serious
>weaknesses in
>the king shield, when the opponent has a very dangerous passed pawn, and so on),
>and
>R=3 or 4 at all other nodes.  Except in a few very tactically complicated
>positions, more
>than 90% of the nodes are searched with R=3 or 4.
>
>Omid once guessed that this could be related to what we do in the qsearch.  I
>have a
>big and complicated qsearch which includes checks and a few other forcing moves
>as
>well as captures.  It is possible that lower values of R work better with
>minimalistic
>qsearch functions like yours; this is one of the many things I should probably
>experiment
>with when I have some time on my hands.
>
>By the way, have you ever tried using R=2 at nodes where one of the last 3 or 4
>moves
>was extended, and R=3 in all other nodes?  This could perhaps help you avoid the
>"lost
>in the middle" problem you describe.

I tried various things.  When I was doing SE stuff, I used pure R=2 I
"think"...  I could probably find this in the main.c comments as to when
R=3 was first added, but I am not sure I left comments about SE in since I
never really adopted it in a release version.


>  I don't do exactly this myself, but I do
>other
>similar tricks in my search.  For instance, I am very careful about doing
>forward pruning
>or reductions when there are one or more extensions in the last few plies
>leading to the
>position.  Like all path-dependent search decisions (including the recapture
>extension,
>which is one of the other ideas which have never worked for me), it causes
>search
>inconsistencies, but to me it is worth the cost.
>
>Tord



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