Computer Chess Club Archives


Search

Terms

Messages

Subject: Re: sliding attacks in three #define

Author: Vasik Rajlich

Date: 08:24:22 04/13/04

Go up one level in this thread


On April 13, 2004 at 09:40:41, Omid David Tabibi wrote:

>On April 12, 2004 at 14:45:28, Christophe Theron wrote:
>
>>On April 12, 2004 at 07:50:47, Tord Romstad wrote:
>>
>>>On April 12, 2004 at 00:09:48, Christophe Theron wrote:
>>>
>>>>On April 11, 2004 at 13:52:59, Tom Likens wrote:
>>>>
>>>>>On April 10, 2004 at 21:53:17, Christophe Theron wrote:
>>>>>
>>>>>>On April 10, 2004 at 15:55:17, Tom Likens wrote:
>>>>>>>
>>>>>>>I'm not sure where I come down on the bitboards vs. non-bitboard
>>>>>>>architectures.  My engine is a bitboard engine, but that doesn't
>>>>>>>necessarily mean that the next one will be bitboard based.
>>>>>>>
>>>>>>>I don't believe though, that because no bitboarder has topped the
>>>>>>>SSDF list that this really constitutes any kind of proof.  My strong
>>>>>>>suspicion is that if all the top commercial programmers converted
>>>>>>>over to bitboards tomorrow (yourself included) that *eventually*
>>>>>>>their new engines would again rise to the top of the SSDF.  I'm
>>>>>>>beginning to suspect that creating a strong (i.e. world-class) engine
>>>>>>>involves a helluva lot more than just the basic data representation,
>>>>>>>but instead involves...
>>>>>>>
>>>>>>>1. 24/7 dedication
>>>>>>>2. A *real* way to measure progress
>>>>>>>3. A selective search strategy that works 99.99999% of the time
>>>>>>>4. Attention to about 2^64 minor details
>>>>>>>5. A failed marriage (okay, maybe this is extreme but you see the point)
>>>>>>>
>>>>>>>regards,
>>>>>>>--tom
>>>>>>
>>>>>>
>>>>>>
>>>>>>Number 5 (or something close) was the reason why Tiger has made such a progress
>>>>>>between 1997 and 1999. :)
>>>>>>
>>>>>>Number 2, seriously, is worth spending several months on it.
>>>>>>
>>>>>>
>>>>>>
>>>>>>    Christophe
>>>>>
>>>>>This has been my main focus over the past few weeks.  It's become readily
>>>>>apparent to me that the improvement slope from here on up is much steeper
>>>>>and I rather not waste my time implementing features that I can't properly
>>>>>test.
>>>>>
>>>>>regards,
>>>>>--tom
>>>>
>>>>
>>>>
>>>>That's the secret of real professional chess programmers.
>>>
>>>Of course you don't want to reveal your secrets, but it would be interesting if
>>>you could answer
>>>the following question:
>>>
>>>Assume that you make a change to your engine which improves the playing strength
>>>by
>>>about 10 Elo points.  How many hours of CPU time do you need before you are sure
>>>that
>>>the change was an improvement?
>>>
>>>Tord
>>
>>
>>
>>I would say approximately one week, and I would not even be really sure it is an
>>improvement. We are talking about a 1.5% improvement in winning percentage here,
>>it's below the statistical noise of a several hundreds games match if you want
>>95% reliability!
>>
>>And unfortunately a 10 elo points improvement is becoming rare for me. Most of
>>the changes I try make the program weaker, and many changes do not provide any
>>measurable improvement!
>>
>>That's why not having a strong test methodology is totally out of question if
>>you are serious about chess programming.
>
>Devoting a whole week with 5 computers working 24/7 is a luxury few can afford.
>During the past two years I have developed Falcon from a 2200 engine to a 2700+
>engine it currently is, all on one humble P3 733MHZ machine.
>
>In order to reach a 2700 level, the search should already be good enough. But
>beyond that level, it is mostly the evaluation that matters. Since the Graz
>WCCC, I have been spending almost all my time working on evaluation function.
>The work on search has been limited to modifying one pruning here, one extension
>there, etc. But again, beyond 2700, it is evaluation that matters. And I fully
>agree with Vincent on that.
>
>It is almost impossible to test a single evaluation change to see whether it
>improved the strength. If you change the evaluation of knight outposts by a few
>centipawns, good luck testing it... In those cases you have to highly rely on
>your feelings and chess knowledge, and then after doing many changes, test them
>as a whole to see if they improved the strength. Just my two cents.
>
>

Omid,

I'm curious, how many NPS does Falcon do? (Of course give hardware.) I take it
from the above that your search is essentially null-move based (possibly except
near the leaves).

I have the theory that there are three viable approaches to making a top engine:

1) ultra-high NPS, brute force (ie null move, some stuff at & below tips)
2) ultra-high NPS, selective
3) moderate NPS, ultra-selective

Somehow, moderate NPS brute-force doesn't make much sense to me.

Of course, practice should drive theory so there might be room in the above for
a #4. :-)

Vas

>
>>
>>Even with a good test methodology chess programming is still an art: in many
>>cases you have to decide with your feelings, because the raw data does not give
>>you a definite answer.
>>
>>Now of course there are small improvements that I do not even need to test for a
>>long time: if I find a way to make my program 10% faster without changing the
>>shape of the tree, then all I need to do is run some safety tests that will only
>>look at the number of nodes searched on a large set of positions and compare it
>>to the last stable version.
>>
>>But that does not happen often! :)
>>
>>
>>
>>    Christophe



This page took 0.02 seconds to execute

Last modified: Thu, 15 Apr 21 08:11:13 -0700

Current Computer Chess Club Forums at Talkchess. This site by Sean Mintz.