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Subject: Re: Interesting quiescence position

Author: Vasik Rajlich

Date: 03:49:33 02/22/04

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On February 21, 2004 at 15:29:16, Russell Reagan wrote:

>On February 21, 2004 at 13:51:28, Anthony Cozzie wrote:
>
>>If you bulked up your q-search enough to
>>find this, you would get 6 ply brute-force at 40/2.
>
>What's wrong with 6 ply of full-width search if you only need 1 ply of
>full-width to spot combinations like this? :)

Actually this is a huge (and very interesting) topic.

If you over-emphasize the quiescence search and tactical extensions, you will
end up with a search which spends its time mostly on tactics, and the positional
quality will suffer. You won't search as deeply in the quieter lines, so the
search won't sort out which positional moves are working.

I did a number of experiments which involved beefing up the quiescence search
and extending aggressively, and the results were disappointing. However, I had
two huge bugs in my code, and my testing methodology was very inadequate, so
this issue needs revisiting. (Computer chess lesson #1: never work too fast, and
validate everything. If it's not proven, consider it wrong.) Generally though
the tactical and positional search should be kept balanced. If you overdo the
q-search, you undermine the balance which iterative deepening tries to give you.

One related hypothesis I had was that the faster the time control, the more you
should be ready to emphasize tactical lines at the cost of positional lines. So,
a heavy q-search, etc, would be better at fast time controls. Aiming at
tomorrow's hardware and serious time controls, maybe tactical search can be
ignored completely?!

My test for this was to see if all "normal" combinations would fall within some
#-of-nodes searched, or at least if they would congregate in some
#-of-nodes-searched region, using a totally plain search. (In my test set up,
absolutely minimal q-search [see-non-losing captures only, no checks, no mates],
absolutely minimal extensions [check only], null R == 3). As it turns out, some
tactics are in fact really deep. Even some fairly simple tactics.

One nice example was from BS2830, the one with .. Rxf3 and .. Bxe4. I believe
that Anand found this over the board. Simple Rybka needed 3 billion nodes to get
it - that's twice the nodes you'd get with an eight-way opteron at 2 min/move.
(The actual # may be slightly lower since the 800 MB hash table was being
saturated.) In the same testsuite, there was an endgame problem (.. g5) for
which Rybka would have needed at least 10 billion nodes (I had to scroll the
variation forward.) I think most humans would solve this one. #3 from that
testsuite (.. Bh3+) was even deeper, scrolling forward it looked like it would
take about 15 billion or so nodes - although the problem itself is flawed since
.. Bg4 may be better. Most humans would solve this one as well. In general, the
tactics were falling all over the #-of-nodes-needed map, with no end in sight.

In the same above testsuite, Shredder also has trouble with .. g5 and .. Bh3+,
but it needed just 6 million nodes to get .. Rxf3. Shredder's nodes seem to be a
bit different, but still time-wise that's the equivalent of just 12 million or
so Rybka nodes. I am not sure how this is achieved, since both .. Rxf3 and ..
Bxe4 are sacrifices and should reduce the depth if you want good positional
play. I don't know if there is some secret mechanism at play, or just a lot of
work & tuning with "normal" pruning and extending.

Anyway, it doesn't look like there are any easy answers. Selective search won't
be dead any time soon, and the approach of "6 plies with big extensions and huge
q-search" might be a reasonable alternative. The positional vs tactical tradeoff
in search also isn't going away any time soon. It's just a question of
implementing something and getting it to work, and then improving & tuning it.

Cheers,
Vas



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