Author: Robert Hyatt
Date: 11:43:02 04/07/04
Go up one level in this thread
On April 07, 2004 at 14:22:38, Vincent Diepeveen wrote: >On April 07, 2004 at 14:16:31, Robert Hyatt wrote: > >>On April 07, 2004 at 11:27:47, Vincent Diepeveen wrote: >> >>>On April 07, 2004 at 11:04:23, Robert Hyatt wrote: >>> >>>>On April 07, 2004 at 10:54:40, Tony Werten wrote: >>>> >>>>>On April 07, 2004 at 10:48:23, Renze Steenhuisen wrote: >>>>> >>>>>> >>>>>>>>>>>I'm sure it was some implementation bug with Renze. >>>>>> >>>>>>Anyone, >>>>>> >>>>>>I only store result from the main search, so no NULL-move and no Qsearch >>>>>>results. >>>>>>I get a TT-hit ratio of 11.73%, of which a part will generate cut-offs. >>>>>> (I call something a tt-hit when an entry is found with the same hashkey, >>>>>> draft does not need to be sufficient) >>>>> >>>>>Hmm, I'm sorry but that's way too low. You probably have a problem with your >>>>>hashkey. >>>>> >>>>>In XiniX I get a hitrate of at least 60% in normal search, >20% in qsearch. >>>> >>>>That can't be right unless you are talking positions like Fine 70... >>>> >>>>Too many have run that experiment over the years and 30% is the _highest_ number >>>>I have ever seen reported in opening/middlegame positions. >>> >>>Xinix is a very efficient searching program with a good qsearch. >>> >>>Better qsearch means more efficient main search. >> >>Has absolutely _nothing_ to do with number of "transpositions" however... > >It actually does, because in crafty your fliprate is like 5% or so i remember >and probably hasn't changed much sincethen. It is a result of not storing in >qsearch and doing little in qsearch. \ Here is +real+ data: [d]3r4/pbr2pkp/1p1qp1p1/3n4/P1BP1PN1/1P4Q1/5RPP/3R2K1 b - - 0 1 time=1:00 cpu=391% mat=0 n=134503927 fh=92% nps=2.24M ext-> chk=3336967 cap=373397 pp=44255 1rep=256105 mate=3433 predicted=0 nodes=134503927 evals=39178023 50move=6 endgame tablebase-> probes=0 hits=0 hashing-> 24%(raw) 19%(depth) 80%(sat) 99%(pawn) hashing-> 0%(exact) 14%(lower) 1%(upper) for that search, I got 24% raw hits. That is pure hash signature matches, whether the info was useful or not. very few were exact entries (no surprise for a program that uses PVS since most searches fail high or low), 14% were lower bound values which means the search stopped with a fail high, 1% was an upper bound value which means the search stopped with a fail low at this point. The other 9% were useless because of the draft (depth remaining). The "sat" value simply says that the table was 80% utilized during the search, that 20% of the entries were not modified at all. The hash size was 12 million entries or 192M bytes (16 bytes per entry). Here is how it looks for fine #70 as an extreme example: [d]8/k7/3p4/p2P1p2/P2P1P2/8/8/K7 w - - 0 1 time=1:00 cpu=234% mat=1 n=60933197 fh=88% nps=1.01M ext-> chk=6896348 cap=47387 pp=350507 1rep=105017 mate=2957 predicted=0 nodes=60933197 evals=23142373 50move=0 endgame tablebase-> probes=143144 hits=143144 hashing-> 59%(raw) 53%(depth) 49%(sat) 99%(pawn) hashing-> 1%(exact) 42%(lower) 4%(upper) There the raw hit rate was 59%. Lots of tb hits so here is the same test with egtbs turned totally off: time=1:00 cpu=360% mat=1 n=137657341 fh=85% nps=2.29M ext-> chk=17777360 cap=371216 pp=1119055 1rep=203863 mate=2094 predicted=0 nodes=137657341 evals=52311875 50move=0 endgame tablebase-> probes=0 hits=0 hashing-> 53%(raw) 49%(depth) 83%(sat) 99%(pawn) hashing-> 0%(exact) 39%(lower) 6%(upper) > >In software doing checks in qsearch and storing them the fliprate is < 1% >usually. What is "fliprate"? My fh % shows the same information, namely how often I fail high on the first move assuming I fail high at all... > >Xinix belongs to that group. > >>That is simply a characteristic of the tree being searched and its size and >>number of branches... >> >>If you get over 30% hash hits, something odd is going on in the middle game. IE >>horrible move ordering or something... > >In contradiction a very good move ordering happens. He just researches the same >tree time and again. > >In crafty you do not. You just keep searching new trees because of the instable >qsearch+eval scores you get back. > >Each new iteration something <= alfa flips to >= beta, causing you a ply down to >research for a <= alfa node possibly suddenly entire new trees you didn't search >before. > >So a higher % there is a direct result from a more efficient search + storing in >qsearch. > >> >>> >>> >>>> >>>>> >>>>>Tony >>>>> >>>>>> >>>>>>the tt_retrieve code retrieves a move, which I call the TT_MOVE_SUGGESTION. >>>>>> >>>>>>could someone provide me with a % of TT_MOVE_SUGGESTIONs in a search? >>>>>> >>>>>>Cheers...
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