Computer Chess Club Archives


Search

Terms

Messages

Subject: Re: sliding attacks in three #define

Author: Vasik Rajlich

Date: 08:26:28 04/13/04

Go up one level in this thread


On April 13, 2004 at 09:26:54, Vincent Diepeveen 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,
>
>That's very quick. I remember 1 test of diep which took 3 months to get tested
>by Jan Louwman. 1000 games in total. About 500 for version A and about 500 for
>version B. Level 40 in 2.
>
>>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!
>
>Another sneaky problem is that if you try to modify some behaviours of your
>program, it first will score less until everything is retuned.
>
>>That's why not having a strong test methodology is totally out of question if
>>you are serious about chess programming.
>
>I agree here with you.
>
>At the same time mentionning that a good test methodology has its limitations
>too. If you just believe the tests without taking into account other factors
>then it is a wrong concept too.
>
>Note that diep can use some testing, nothing is done systematic currently and
>the number of testgames can be counted at 1 hand a day, if there is anything to
>report at all ;)
>
>>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.
>
>Let's discuss that "without changing the shape of the tree". I suspect you mean
>by that forward pruning.
>
>So far tests have convincingly showed (take the 1000 games of Louwman) that not
>a single forward pruning experiment tried so far for DIEP has resulted in better
>play.
>

Vincent,

That's a great experiment.

I'm curious, have you tried the same thing for your beloved evaluation?

Ie. rip out enough to run let's say half of fritz speed, and self-play 1000
games?

Vas

>There is 1 week to go to now to the ict4 and i see that i can possibly win 1500
>dollars. Now the problem is this time no good hardware for DIEP so i'll have to
>find some spectacular improvements in DIEP in order to win that price :)
>
>Now i decided that forward pruning in the entire tree (i do not see nullmove as
>a problem by the way) that so far all those experiments failed for DIEP.
>
>Plydepthleft 3 to 4 in DIEP i do next type of nullmove:
>
>  score = -qsearch( .. );
>
>  if( score >= beta ) return score;
>
>Of course as already explained it's not implemented like this because i'm
>non-recursive, but it very well describes the rudeness in which i do things.
>
>Measuring my tree i see that the vaste majority of nodes searched by diep are
>qsearch nodes. About 80% of all nodes are in qsearch.
>
>I'm interested now in redoing a forward pruning experiment.
>
>The current thought is to forward prune at the last ply. So i try to select a
>few moves there and play them.
>
>Now of course the amount of pruning is dependant upon how many moves you try
>there.
>
>Yet i'm wondering what i can potentially win in search depth just weeding in
>that last ply.
>
>What is your estimate?
>
>>But that does not happen often! :)
>>
>>
>>
>>    Christophe



This page took 0 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.