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Subject: Re: Fine #70 and hash bug(s) (warning: long post)

Author: Robert Hyatt

Date: 10:37:53 04/20/04

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On April 20, 2004 at 13:01:57, Dieter Buerssner wrote:

>On April 20, 2004 at 12:52:47, Robert Hyatt wrote:
>
>>On April 20, 2004 at 11:50:29, Dieter Buerssner wrote:
>>
>>>On April 20, 2004 at 06:10:05, Omid David Tabibi wrote:
>>>
>>>>In his article "PEASANT: An endgame program for kings and pawns", Newborn
>>>>writes: "Position 70 would require a 30-ply search (25,000 hours)"
>>>
>>>I did the experiment. A search without transposition tables, without
>>>pruning/extensions and with material only eval (I forgot, if I used qsearch or
>>>not). A pawn capture was found at depth 26 (after 8 hours, IIRC).
>>
>>I assume you mean depth=26, not ply=26?  IE white wins the pawn and I had
>>thought that this happens on ply=27, which means the first ply of q-search.
>
>Correct. Also, I used a qsearch in that experiment.
>
>>I will try to run this myself as it would be nice to know exactly how deep this
>>is precisely, verified by multiple programs...
>>
>>
>>> With hash, it
>>>is almost guaranteed, that you find it at lower depth. Every second ply, you
>>>will have to search all moves, and many inferior moves will be refuted by seeing
>>>the pawn capture earlier. These refutations will be in the HT, and will be
>>>grabbed in the other more decent lines, to find the solution at lower depth.
>>>
>>>For my engine, even 1000 entries in the HT is enough, to solve the problem in
>>>practically no time.
>>
>>Theoretically if you search a perfectly ordered tree, the hash table should not
>>let you solve it at a shallower than normal depth, although it should cut the
>>time dramatically as we all see...
>
>I don't agree here. See my argument, that every second ply, you have to search
>all moves, and that this will help you, to find abbrevations (especially, or
>perhaps only, when using fail soft search).

If you search a perfectly ordered tree this can not possibly happen.  The first
thing you search is the path toward the win.  Other sub-trees have not yet been
searched and they can't influence the score.

There was a paper written a long time ago on this subject.  It was basically
asking the question "how can a search find an N ply solution in less than N
plies?"

The answer was as I have explained in the past.  On fine 70, as a test case, I
can search Kb2 first, but search sub-optimal moves by black and reach a position
where I can win.  But as I back up thru the tree, I discover that black has
better moves and I can't force the game to that winning position.  But after
searching Kb1, I can force the game to the winning position but I can't see deep
enough to see that it is won, unless the hash table retains that critical entry
that tells me this...


>
>I did another experiment. Again with material only eval, this time with TTs. I
>disabled repetition detection for that experiment (because they don't play a
>role when you can win, really, and because they can introduce things more
>difficult to interprete - as we both know TTs don't handle them correctly in
>general). The move was found at depth 23 with score of a pawn winning with my
>normal move ordering (which will be worse in this experiment, because of
>material only evaluation, than normally). When I changed the move ordering to
>really random ordering, the solution was found at depth 26 (but still rather
>fast).
>
>Regards,
>Dieter



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