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Subject: Re: Crafty Static Evals 2 questions

Author: martin fierz

Date: 01:25:57 02/26/04

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On February 25, 2004 at 12:39:29, Robert Hyatt wrote:

>On February 25, 2004 at 12:13:34, martin fierz wrote:
>
>>On February 25, 2004 at 11:43:07, Robert Hyatt wrote:
>>
>>>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
>>>
>>>Here you are dead wrong.
>>>The "quality" of the engine's play is not a factor,
>>>what is interesting is how hash collisions affect _any_ program at all.  IE one
>>>way to present this data is in a chart like this:
>>>
>>>        ---------one error every N probes---------
>>>pos     10     100    1000   10000  100000 1000000
>>> 1       -       -       -       -       -       -
>>> 2       S       S       S       -       -       -
>>> 3       S       -       -       -       -       -
>>> 4       -       -       -       -       -       -
>>> 5       S       S       S       -       -       -
>>> 6       S       S       S       S       -       -
>>> 7       -       -       -       -       -       -
>>> 8       G       S       -       -       -       -
>>> 9       S       -       -       -       -       -
>>>10       S       S       -       -       -       -
>>>11       S       -       -       -       -       -
>>>12       -       -       S       -       -       -
>>>13       S       -       -       -       -       -
>>>14       S       S       -       -       -       -
>>>15       S       S       -       -       -       -
>>>16       S       S       -       -       -       -
>>>17       M       -       -       -       -       -
>>>18       S       S       -       -       -       -
>>>
>>>Let me explain the data.  18 positions.  First 6 are endgames, second 6 are
>>>sharp tactical lines, last 6 are ordinary middlegame positions with no tactical
>>>shots.
>>>
>>>The columns should be obvious, 1 hash error every N probes into the table.
>>>
>>>The letters signify
>>>
>>>"S" means score changed from the score produced by no collisions.
>>>
>>>"M" means the best move changed, but when I searched it with a no-collision
>>>search it was not significantly different.
>>>
>>>"G" means that the best move changed, and it was way worse than the correct
>>>no-collision move, so that it is likely that this error would cause a change in
>>>the game outcome.  IE the Ba3 move by Botvinnik is a +3 move, but a couple of
>>>errors caused Crafty to totally miss the move and choose something that was
>>>about one piece worse, likely changing the game outcome.
>>>
>>>This is not complete, but it gives the idea.  We could take 2-3 programs and run
>>>the same test, and make this a composite table.  IE if any program changes the
>>>score or move, we indicate that.  Or if all programs change the score or move,
>>>we indicate that...
>>>
>>>Bob
>>
>>sounds like a good idea. i'm not 100% sure whether the engine's strength has
>>zero influence though. e.g. omid's verified null-move pruning paper has the flaw
>>(IMO) that it uses a weak engine to check whether verified nullmove is better
>>than non-verified. as you said, it may depend on the search depth you reach etc.
>>whether R=1 / R=2 / R=3 is best or not. i would assume the same to be true for
>>other kinds of experiments, like verified nullmove; or adding MPC to an existing
>>program like buro did with crafty. perhaps it works for one program, perhaps
>>not; and writing a paper based on one single program's performance may not be
>>such a great idea...
>>perhaps with this experiment it's the same for all engines - i don't know. i'd
>>certainly send you my data if you send me the test set - then again, perhaps you
>>should rather use some stronger engines to do this :-)
>>
>>cheers
>>  martin
>
>
>When you talk about programming algorithms, I don't disagree with you at all.
>But when we talk about how hash collisions influence a program's performance, I
>suspect that the results are going to be fairly close.  Granted that for a
>material-only evaluation, hash errors might well produce fewer score changes,
>only bacause the score is very "coarse" in granularity.  But once you get to
>centipawn scores, I'd expect that programs would behave somewhat similarly even
>if not identically.  And that would actually be an interesting aspect for
>comparison, in fact...
>
>Of course, both of you are welcome to run the positions, the only requirement is
>that you have to hack your hash probe code a small bit so that you can run an
>experiment that is compatible with what I have done...
>
>If you (or Dieter) are interesting in running the test, let me know.  The
>positions are not "secret" at all, I sort of did what Dieter did, except I
>started out with the idea of 1/3 endgames, 1/3 sharp tactical lines, 1/3 normal
>positions, just to get a feel for what gets changed the most...
>
>I am using 18 positions so I can run the test many times with lots of different
>error rates, hash table sizes, etc...

hi bob,

yes, i'd be interested. i guess i wouldn't have to change too much in my hash
code; you're basically introducing errors at a specific rate, e.g. with a random
function call which has a fixed probability of giving the error or with a
counter which makes the error appear every N moves. i have 3 hash tables in my
program, for pawns, for qsearch and for normal search. i take it it would only
be the main hash table that you fudge with?

cheers
  martin



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