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Subject: Re: Question for Hyatt about Alpha/Beta

Author: Vasik Rajlich

Date: 02:54:29 02/06/04

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On February 06, 2004 at 03:42:42, Uri Blass wrote:

>On February 06, 2004 at 02:15:35, Tord Romstad wrote:
>
>>On February 05, 2004 at 15:15:47, Uri Blass wrote:
>>
>>>I think that you underestimate your engine.
>>>It seems to get similiar depth to crafty.
>>>
>>>For example in the following position it got depth 11 even in blitz 4+2
>>
>>Yes, 11 plies in blitz games is not unusual.  But 11 plies in Gothmog and 11
>>plies in Crafty is not the same.  I do much more forward pruning and depth
>>reductions than Bob, and fewer extensions.  In non-tactical positions like
>>the one you give, my qsearch is also considerably smaller than Bob's (I think).
>>
>>Tord
>
>I do not think that there is a big difference.
>Crafty searches bigger tree because it searches more irrelevant lines.
>
>I guess that the main advantage of Crafty relative to Gothmog when you use one
>processor is superior evaluation(Gothmog's evaluation is more complex but bigger
>is not always better and not having  bugs or some too optimistic scores of
>gothmog that lead to wrong sacrifices can be more important and it is possible
>that Gothmog can get crafty level if you only reduce the big positional scores
>that encourage it to sacrifice).
>
>I do not think that gothmog see less than crafty in the relevant lines(crafty
>has bigger tree but it proves nothing).
>I know that test suites are no proof but results of the gcp test suite give me
>the impression that cases when Gothmog can see more than crafty are not rare.
>
>Uri

I have the theory that the greater your search resources (ie combination of time
and hardware), the less important is the search, and the more important is the
evaluation. I have played around quite a bit with various extensions recently
and they usually are quite good in testsuites, but not at all clear in real
games. It's very easy to have side effects from extensions. At short time
controls, you need to use extensions and reductions in order to pay special
attention to tactics, to avoid getting killed tactically. At some point, though,
you can search enough nodes that the tactics are naturally taken care of by a
plain search, which also naturally takes care of good positional play.

Of course a good clever (ie extending & reducing) search must always be better.
Just something to keep in mind - in the future, hardware will improve, and the
most important games will always have longer time controls and bigger hardware.

Vas



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