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Subject: Re: move ordering and node count

Author: Dann Corbit

Date: 15:12:29 03/29/04

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On March 29, 2004 at 18:06:22, martin fierz wrote:

>On March 29, 2004 at 16:35:29, Dann Corbit wrote:
>
>>On March 29, 2004 at 16:22:21, martin fierz wrote:
>>
>>>On March 29, 2004 at 15:50:10, Dann Corbit wrote:
>>>
>>>>On March 29, 2004 at 10:17:18, martin fierz wrote:
>>>>
>>>>>aloha!
>>>>>
>>>>>i was discussing this somewhere in a thread, but thought i'd like to make this
>>>>>question more visible in the hope of getting a good answer:
>>>>>
>>>>>everybody knows that with plain alpha-beta, a fixed number of moves N per node,
>>>>>and perfect move ordering a search to depth D needs
>>>>>
>>>>>nodes(depth) = sqrt(N)^(D/2) nodes.
>>>>>
>>>>>with absolutely imperfect move ordering it needs
>>>>>
>>>>>nodes(depth) = N^(D) nodes.
>>>>>
>>>>>a typical chess program gets something like 90% move ordering in the sense that
>>>>>if a cutoff move exists, it will search it as first move in 90% of all cases.
>>>>>here's my question:
>>>>>
>>>>>can anybody give an estimate for nodes(depth) as function of this move ordering
>>>>>parameter? obviously, this would also depend on when you find the best move in
>>>>>those cases where you don't find it first. any kind of model is acceptable, e.g.
>>>>>you always find it on 2nd, always on sqrt(N)th, always last, at a random number,
>>>>>whatever. i'm just interested in the general behavior of nodes(depth) as a
>>>>>function of the cutoff-%age.
>>>>>
>>>>>i'd be extremely surprised if nobody ever estimated this, so: has any of you
>>>>>ever seen or calculated such numbers, and if yes, what do they look like?
>>>>>
>>>>>and is there any theory how this would apply to a modern chess program with
>>>>>nullmove and extensions instead of the plain A/B framework above?
>>>>>
>>>>>basically this question of course means: do you really gain anything tangible
>>>>>when improving your MO from say 90% to 92%?
>>>>
>>>>I have not done the math, but I am guessing no matter what king of move ordering
>>>>you have (purely randome or the pv move every time) you will get something like
>>>>this:
>>>>
>>>>nodes = some_constant * sqrt(mini_max_nodes)
>>>>
>>>>If you have random move ordering, then the constant will be very large.
>>>>If you have perfect move ordering, then the constant will be very small.
>>>>
>>>>You will never get worst case unless you try very hard to achieve it.
>>>>It might be possible to degenerate to mini-max (or very close to it) but you
>>>>will have to choose the worst possible move at every single turn except the
>>>>leaves.  I doubt if anyone can do it.
>>>>;-)
>>>
>>>i disagree with your formula. it is definitely not some_constant. it is a
>>>constant between 1...sqrt(N) taken to the power of D/2. else there would be no
>>>point in improving move ordering, or at least, not as much as there is :-)
>>
>>What if the constant is one trillion?
>
>so it's one trillion, then what?
>let's try:
>
>i want to compute your nodes for A/B to depth 2. you say:
>
>>>>nodes = some_constant * sqrt(mini_max_nodes)
>and the constant is one trillion =>
>
>nodes = 10^12*sqrt(35*35) >> minimax_nodes.
>
>do you see now why your formula is plain wrong? i mean, of course you can define
>your constant for every depth, but then it's not a constant :-)
>
>and the whole point is that this constant *does* scale with depth in a form in
>which you can give an analytic expression for it, so why not do so???
>
>cheers
>  martin
>
>
>>If you choose the node at random, you will still find the right one by random
>>chance on the first try 1/n times (where n is the number of moves) and on the
>>second try 1/(n-1) times, etc..  On average, we won't have to try more than half
>>of the nodes to find it (the best one).   This will cause a huge reduction in
>>the number of nodes.
>>
>>As you can see, you would have to put forth a stupendous effort to cause minimax
>>behavior.

It was a number from a hat.

Look here:
http://www.brillianet.com/programming/artificial_intelligence/tutorials/tut1.pdf
at figures 3-6

You will see at a glance that every change from random node selection (Hash,
history, etc.) all resulted in linear speedups.

So the study agrees with my wild guess.



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