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Subject: Re: Long time control strength increases

Author: Robert Hyatt

Date: 09:19:39 05/26/04

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On May 26, 2004 at 02:10:19, Joel wrote:

>It is an interesting phenomonen!
>
>Good fundamental algorithm/poor optimisation is one probably the main cause, but
>here are some additional things I believe play a part (at least with my engine):
>
>- long time controls very much hide the bad time management by bodo
>
>- i believe my hashing replacement scheme is better than a lot of engines at my
>strength level, so if we play longer time controls, then the other engine's hash
>table can get saturated, causing a move ordering penalty.
>
>- my nps is not as high as a lot of other engines, so longer time controls
>lessen the chance of being many plies of search behind...
>
>- i use ETC and IID, and at my level, a lot of engines don't have these features
>which potentially (certainly do for me) make a difference at longer time
>controls.
>
>- weak evaluation of my engine compared to others of similar strength. the
>search saves me from many poor moves.
>
>Although this list is hardly conclusive, they are the main points which spring
>to my mind at the moment. I find it significant that they all seem directly
>related to a 'poor' job by the programmer.
>
>Joel


There are other issues.  A very simple q-search can be a very large part of a
blitz search, but it is less an issue when you reach depths of 14+ plies in long
games.  Null-move R=3 can be a killer at shallow depths as it hides lots of
tactics that result in major problems.  At depths of 14+ it is much harder for
this same sort of failure to occur and still be forced.  IE there is a good
probability that if My PV has moves A, B and C, and I play A and my opponent
plays B, then I am reasonably forced to play C in many positions.  But if the PV
goes far deeper in a 14 ply search, moves 8-10 plies down the PV are unlikely to
be played at all in the real game in most positions.  So errors are hidden by
opportunities to vary farther down the PV.




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