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Subject: Re: Crafty Static Evals 2 questions

Author: Uri Blass

Date: 08:37:54 02/25/04

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On February 25, 2004 at 11:25:50, martin fierz wrote:

>On February 25, 2004 at 10:58:36, Robert Hyatt wrote:
>
>>On February 25, 2004 at 09:13:43, martin fierz wrote:
>>
>>>On February 25, 2004 at 07:02:11, Dieter Buerssner wrote:
>>>
>>>>On February 25, 2004 at 05:56:16, martin fierz wrote:
>>>>
>>>>>it won't pop *my* eyes. i once reduced hash key sizes in my checkers program
>>>>>beyond all sensible settings, because there was a discussion here about whether
>>>>>you really need 64-bit keys. in my checkers program, i have 64 bit keys, but
>>>>>effectively it's only using about 52 bits. i have about a 20 bit part which is
>>>>>used for the hashindex with %, and of the remaining 44 bits i store only 32 as a
>>>>>check. i reduced those 32 down to about 8 (!!) bits and in 100 test positions
>>>>>only saw one different move played IIRC. ridiculous, i must have lots of
>>>>>collisions there. unfortunately, i didn't count the collision number, or write
>>>>>down the results - but i know what you're talking about!
>>>>
>>>>Almost the same experiment with my chess engine (inluding many details, like the
>>>>effective number of bits used, and going down to 8 bits only):
>>>>http://chessprogramming.org/cccsearch/ccc.php?art_id=190318
>>>>
>>>>Regards,
>>>>Dieter
>>>
>>>hi dieter,
>>>
>>>i had forgotten about your post on this, but now i remember it. very similar to
>>>my observations, and if only we had written our observations up a bit more
>>>seriously we could have written the paper that bob is publishing now ;-)
>>>
>>>cheers
>>>  martin
>>
>>
>>Hey, I'm easy to get along with here.  :)
>>
>>I have already asked one other person to do some similar testing.  I'd be happy
>>to tell you both what I have done, and have you run similar tests, and join me
>>as authors on this paper.
>>
>>I am doing the test slightly different, as rather than a specific number of
>>signature bits, I am forcing a particular error rate (ie one error every N
>>nodes) with the idea being that I should be able to choose N in 1 error every N
>>nodes such that the score never changes, or the score changes or not the best
>>move, or the best move changes but it is not a bad change, or the best move
>>changes and it probably changes the game outcome.
>>
>>If either/both are interested, email me and I can send you a draft, which
>>explains how I am testing, and includes the test positions I am using.  I have
>>some endgame positions (ie like fine 70), some sharp tactical positions like the
>>Ba3 Botvinnik-Capablanca move, and some plain middlegame positions from games
>>Crafty played on ICC.
>>
>>Let me know if you are interested...
>
>hi bob,
>
>this wasn't intended as criticism :-)
>you are a computer scientist, and i am not; it is your job to write this sort of
>paper - mine would be to write papers about physics...
>anyway, i have nothing to contribute chess-wise: my program is 200-300 rating
>points weaker than crafty, and i don't believe in writing academic papers about
>"toy programs". as you recently pointed out to me, you do some things different
>now that you search deeper (no more pin detection, higher R for nullmove).
>for example, i could write a paper about how R=1 is better than R=2 for my toy
>program, which is completely irrelevant in general, because for good programs
>it's clear that R=2 is better than R=1. so the only thing i could contribute is
>a similar experiment for checkers, where my program is much more advanced than
>my chess program. but i doubt that that would really be interesting either :-)
>
>cheers
>  martin

The last time that I checked
R=3 was better than R=2 for my movei.
I never tried R=1 but I am almost sure by intuition that if R=3 is better than
R=2 then R=2 is better than R=1.

I use R=3 without verified null move pruning in the middle game and R=3 with
verified null move pruning in the endgame.

Uri



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