Author: Omid David Tabibi
Date: 13:10:12 04/13/04
Go up one level in this thread
On April 13, 2004 at 14:11:04, Christophe Theron wrote: >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. > > > >As Uri as pointed out, not changing the shape of the tree means to search >exactly the same tree. > >Any kind of pruning, different extension scheme or even changing the evaluation >changes the shape of the tree. > >I was talking about searching the same tree, but faster because of some speed >optimization. > > > > >>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. >> >>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. > > > >Do I understand your code correctly? You are not doing any null move before >calling qsearch, right? No, he is doing normal null-move pruning. Take a look at the standard null-move pruning pseudo-code: int search (alpha, beta, depth) { if (depth <= 0) return evaluate(); /* in practice, quiescence() is called here */ /* conduct a null-move search if it is legal and desired */ if (!in_check() && null_ok()) { make_null_move(); /* null-move search with minimal window around beta */ value = -search(-beta, -beta + 1, depth - R - 1); if (value >= beta) /* cutoff in case of fail-high */ return value; } /* continue regular NegaScout/PVS search */ . . . } The line that calls the null-move search is: value = -search(-beta, -beta + 1, depth - R - 1); which means that the last parameter (depth) will be 0 if: depth <= R + 1 Vincent is using R = 3, so his code is: value = -search(-beta, -beta + 1, depth - 4); which means that whenever depth <= 4, he is calling the null-move search with depth = 0, which is in fact a direct call to quiescence. > >You call qsearch (a capture-only search, maybe throwing in some checking moves) >instead of doing a normal (full-width) search. > >I don't remember having ever tried to do that. > >At first sight, I don't think this will be very efficient. If a capture move is >to fail high, it is going to fail high very quickly anyway because most chess >programs try captures first. So I don't think you will get a huge speedup from >this. > >On the other hand, you are clearly going to miss many 4 plies tactical shots at >the end of the tree. > >Have you tested this system thoroughly? Does it really give an improvement over >a non-pruning version? > >Or maybe I don't understand and you do a null-move before calling qsearch, and >in this case it's not really different than having a null-move search with R=3. > > > > >>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? > > > >I guess you can get a 10 to 20% speedup of your search (searching 10 to 20% less >nodes overall). > >You will not get an additional ply of search from this. Maybe 0.2 or 0.3 plies. > > > > > Christophe
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