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Subject: Re: Root move ordering - an experiment

Author: Stuart Cracraft

Date: 10:42:33 09/28/04

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On September 28, 2004 at 09:06:21, Peter Fendrich wrote:

>On September 28, 2004 at 08:22:20, Stuart Cracraft wrote:
>
>>On September 28, 2004 at 05:17:26, Peter Fendrich wrote:
>>
>>>On September 27, 2004 at 23:45:54, Stuart Cracraft wrote:
>>>
>>>>I experimented with reordering root ply at iterative depth iply >  1
>>>>where 1 is the root ply, with the results of iply-1 sorted by the
>>>>total nodes of quiescence and main search defined as the # of entries
>>>>for each of those subroutines.
>>>>
>>>>I didn't sort at root node on the first sort by quiescence but instead
>>>>by my normal scheme though I tried quiescence and it was worse. I felt
>>>>this gave a better chance to the above method.
>>>>
>>>>I sorted moves at the root ply for iply > 1 in the following way
>>>>for 7 different parts to the experiment.
>>>>
>>>>   sort by normal method (history heuristic, mvv/lva, see, etc.
>>>>   sort exactly by subtree node count, nothing else
>>>>   sort by subtree node count added to normal score (hh, mvv/lva, see, etc.)
>>>>   same as previous but node count x 10 before addition
>>>>   same as previous but node count x 100 before addition
>>>>   same as previous but node count x 1000 before addition
>>>>   same as previous but node count x 10000 before addition
>>>>
>>>>The results, measured by # right on Win-at-Chess varied from
>>>>250 for the first in the list above to 234 for the last.
>>>>Most bunched up between 244-247 except the first was 250,
>>>>my current best on WAC with handtuning everything.
>>>>
>>>>For me, I'm convinced that this style of sorting root ply is
>>>>slightly less good for my short searches compared to what I am using:
>>>>a combination of history, heuristic, see(), and centrality with
>>>>various bonuses, about a half page of code sprinkled about.
>>>>
>>>>The advantage  of sorting root node by subtree is the simplicity.
>>>>It eliminates about a half a page of code and introduces
>>>>about a quarter page of code for only slightly lesser results
>>>>(within 1-2% of my current result) so that is good.
>>>>
>>>>Still I think I'll leave it #ifdefed out for now and use it as
>>>>a baseline that is only improvable upon with handtuning of my
>>>>current methods and others to be discovered.
>>>>
>>>>Stuart
>>>
>>>I've noticed that you often refer to WAC and also do very quick searches.
>>>If you get 247 in one test and 250 in another that doesn't mean a thing
>>>if you don't examine the positions that changed. Very often you will find that
>>>the difference is due to random coincidents.
>>>I'm sure that you could get such differences just by making some innocent change
>>>somewhere in the code...
>>>There will always be some part of your move ordering (in the tree) that is
>>>random and the same goes for what positions and moves that happens to stay in
>>>the hash table, killer- and history-lists.
>>>/Peter
>>
>>A variance of 1% is a non-issue although a questionmark. A
>>variance of 2% is probably an issue.
>>
>>My point was that with hand-tuning I achieved X and with
>>root move ordering by node count I got .99X or .98X.
>>
>>I don't think I've ever varied 2% based on the vicissitudes
>>of the machine or phase of the moon.
>>
>>Note: I don't use random numbers in my machine except to setup the
>>Zobrist hash tables but in that case I always generate the exact
>>same sequences of hash codes so my program is deterministic from
>>run to run. That is the only place that "random" ise used.
>>
>>In any given run I can be pretty sure that my variance is 1% max.
>>
>>Stuart
>
>I think that you missed my point.
>You're program is deterministic from run to run, that's fine.
>What I'm talking about is what's happening between changes in the program.
>I have done this several times and really studied why the test solved lets say 2
>more positions. Just pick the 2 solved (or not solved) positions and take a look
>and you will see what I mean. It's easier if you can print out the tree. Often
>there are more or less random reasons when time is vey short. For instance lets
>say that in a situation somewhere in the tree you could have both Qf6 and Qh6 as
>killer moves and you would get the one that was moved first. Qh6 will eventually
>lead to a mate, Qf6 will not. This is not known at the time you save the killer.
>Now if you happened to have Qh6 as a killer you would find the mate a little bit
>quicker but not because your program knew that Qh6 resulted in a mate but
>because som random condition. If you make a change that suddenly puts Qh6 as the
>killer the program takes a little bit longer time and maybe too long for your
>time settings. It will maybe get a worse result for the "wrong" reason.
>This is the random variation that I meant.
>
>That's one reason why I never rely on a test set only.
>
>/Peter

Can you fully describe your entire test methodology?




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