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Subject: Re: sliding attacks in three #define

Author: Christophe Theron

Date: 19:02:47 04/13/04

Go up one level in this thread


On April 13, 2004 at 16:10:12, Omid David Tabibi wrote:

>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.



Hence my comment below.



    Christophe





>>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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