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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