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Subject: Re: Crafty Static Evals 2 questions

Author: martin fierz

Date: 04:11:21 02/27/04

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On February 26, 2004 at 13:22:29, Robert Hyatt wrote:

>On February 26, 2004 at 04:25:57, martin fierz wrote:
>
>>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
>
>
>Yes.  I force an error every 10^N hash probes, and I am only doing this for the
>transposition/refutation table, not pawn hashes and so forth.  I am varying N
>from 1 to 7 and running the test set with hash=384M and 12M to see what the
>difference is when the hash table is small vs large.
>
>If you want to run the test, send me an email, I will send you the 18 positions
>I am using along with the specific details of how I am "breaking" the hash code
>so that we can all do it in the same way to get comparable results.  I have two
>other volunteers already, a third would be nice.  IE it would be pretty
>convincing if we all get the same sorts of numbers (within reason) using four
>different chess engines.

hi bob,

if you already have two other volunteers, then i'd rather not participate - i
don't think my engine deserves to be in the same paper as crafty :-)
i'd say 3 similar results are just as good as 4....

>I guess the only issue here is that by not including a
>"certain" program, our results will all be invalid, but I'm not going _that_ far
>as I have enough grey hair already. :)

....except of course if you included said program it would get much more
significant :-)

cheers
  martin



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