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Subject: Re: Fruit 2.0 released!

Author: Daniel Shawul

Date: 00:44:02 12/25/04

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On December 25, 2004 at 03:29:06, Uri Blass wrote:

>On December 25, 2004 at 03:09:40, Uri Blass wrote:
>
>>On December 25, 2004 at 02:42:28, Daniel Shawul wrote:
>>
>>>On December 25, 2004 at 02:15:55, Daniel Shawul wrote:
>>>
>>>>On December 24, 2004 at 18:34:14, Uri Blass wrote:
>>>>
>>>>>On December 24, 2004 at 18:09:13, Uri Blass wrote:
>>>>>
>>>>>>On December 24, 2004 at 15:10:45, Joachim Rang wrote:
>>>>>>
>>>>>>>Hi Uri,
>>>>>>>
>>>>>>>On December 24, 2004 at 09:31:57, Uri Blass wrote:
>>>>>>>
>>>>>>>>On December 24, 2004 at 07:04:59, Joachim Rang wrote:
>>>>>>>>
>>>>>>>>>Hi,
>>>>>>>>>
>>>>>>>>>in the next hour Leo will add the new Fruit 2.0 on his website. The new version
>>>>>>>>>comes with source as usual. Binaries for Linux come (perhaps) later.
>>>>>>>>>
>>>>>>>>>The biggest news: Fruit is no longer a blitzer! Fabien made a risky decision to
>>>>>>>>>activate history pruning with rather aggressive values, so you will notice Fruit
>>>>>>>>>prunes away a lot and reaches good depth rather soon. This makes him most
>>>>>>>>>probably weaker in lightning or blitz, but will (hopefully) pay off in longer
>>>>>>>>>time controls. If you aren't satisfied with the blitz-performance of Fruit try
>>>>>>>>>deactivating history pruning.
>>>>>>>>
>>>>>>>>I think that history based pruning when used in the right conditions is not
>>>>>>>>counter productive at blitz.
>>>>>>>
>>>>>>>That might be right, but the way Fabien implemented it, it_does_ hurt at least
>>>>>>>with 2+1 on my AthlonXP@1540MHz. More on how Fabien implemented it see below.
>>>>>>>
>>>>>>>>
>>>>>>>>You can try movei at blitz with history based pruning and without it.
>>>>>>>>
>>>>>>>>My impression was that the main advantage of it is in blitz based on the last
>>>>>>>>time that I tested movei with and without history based pruning in test suites.
>>>>>>>>
>>>>>>>>You can disable history based pruning in movei by changing
>>>>>>>>limit_history_depth from 101 to -1
>>>>>>>>
>>>>>>>>You can reduce history based pruning in movei by increasing selectivity from 7
>>>>>>>>to bigger number but there is some pruning that will always remain so pruning
>>>>>>>>does not converge to 0 by increasing selectivity.
>>>>>>>>
>>>>>>>>The problem is that I have condition:
>>>>>>>>badvalue>(goodvalue<<selectivity)
>>>>>>>>
>>>>>>>>selectivity=7 means that you prune the move if the number of fail low is more
>>>>>>>>than 128 times the number of fail high(there are more conditions and it is only
>>>>>>>>one of the conditions).
>>>>>>>>
>>>>>>>>The problem is that this condition can happen also when goodvalue=0 and badvalue
>>>>>>>>is small(there are more conditions so pruning when badvalue<=4 and goodvalue=0
>>>>>>>>is not possible but pruning when badvalue=5 and goodvalue=0 may be possible and
>>>>>>>>how much you increase selectivity is not important.
>>>>>>>>
>>>>>>>>Note also that big selectivity may cause the value of goodvalue<<selectivity to
>>>>>>>>be wrong.
>>>>>>>>
>>>>>>>>I divide goodvalue and badvalue by 2 everytime when the remaining depth is at
>>>>>>>>least 10 and badvalue>1000
>>>>>>>>
>>>>>>>>practically if I analyze the opening position for some minutes I find that
>>>>>>>>always  goodvalue<(1<<15) and I guess that practically in games I have always
>>>>>>>>goodvalue<(1<<25) so it is no problem with the default parameters.
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>>
>>>>>>>>>The threshold of history pruning is set to 60%.
>>>>>>>>
>>>>>>>>Can you explain what it means?
>>>>>>>
>>>>>>>I can only forward what Fabien answered me on this question:
>>>>>>>
>>>>>>>"To simplify, moves are given percentage scores in a separate history table.
>>>>>>>They start at 100% and go up/down depending on how often they fail high
>>>>>>>during the search.
>>>>>>>
>>>>>>>At a given node, moves that have a score below History Threshold are
>>>>>>>reduced.
>>>>>>>Move scores are always between 0 and 100. I think they are close to 100
>>>>>>>most of the time due to the way I update scores (this might be a mistake but
>>>>>>>is the price to pay to have a significantly-different implementation from
>>>>>>>that of Tord and probably other engines)."
>>>>>>>
>>>>>>>My feeling is, that 60% is already a risky value, since it clearly misses some
>>>>>>>key moves in testsuites (but find others do to higher depth).
>>>>>>>
>>>>>>>regards Joachim
>>>>>>
>>>>>>I do not understand the code
>>>>>>
>>>>>>line 66 of search_full.cpp
>>>>>>static /* const */ int HistoryValue = 12288; // 75%
>>>>>>
>>>>>>line 175 of search_full.cpp
>>>>>>
>>>>>>HistoryValue = (option_get_int("History Threshold") * 16384 + 50) / 100;
>>>>>>
>>>>>>line 40 of options.cpp
>>>>>>{ "History Threshold",   true, "60",   "spin",  "min 0 max 100", NULL }
>>>>>>
>>>>>>What is History value?
>>>>>>
>>>>>>Is it (60*16384+50)/100=9830 or is it 12288?
>>>>>>
>>>>>>I guess it is 9830 so why line 66 of search_full.cpp?
>>>>>>
>>>>>>If I understand correctly the pruning is in case that
>>>>>>hist_hit/hist_total<60% when hist_hit get higher in fail high when hist_total
>>>>>>always get higher(there is exception when both get lower when they are too high
>>>>>>but they get lower by the same margin so it is not important).
>>>>>>
>>>>>>It seems very risky because it means that move that most of the time fail
>>>>>>high(fail high in 55% of the cases that it is tried and some move fail high) can
>>>>>>get pruned.
>>>>>>
>>>>>>Maybe I do not understand the code but there are no comments in the code that
>>>>>>explain it.
>>>>>>
>>>>>>Uri
>>>>>
>>>>>In a second thought maybe more conditions like the condition that the first 3
>>>>>moves failed low (if I understand correctly) together with good order of moves
>>>>>make sure that the probability for fail low is almost 100%.
>>>>>
>>>>>Movei use clearly more restricted conditions but it also counts more fail lows
>>>>>than fruit because I see that fruit counts fail lows only when there is a fail
>>>>>high and if I understand correctly it means that stupid moves like Ke2 in the
>>>>>opening may not get pruned in a quiet position because of the fact that there is
>>>>>never fail high when they are tried in a quiet position.
>>>>>
>>>>>Uri
>>>>
>>>>Do you do redutions more than once from ply 0 to current ply?
>>>>Not doing this  gets larger depths. When i added this condition (note i don't
>>>>use history as a condition), the gain disappeared leaving me with risky
>>>>reductions. Also null move should not be forgoten,since it works best without
>>>>this reductions. They also add some more search instablility to the search.
>>>>
>>>>daniel
>>>
>>>Hashtables are also another issue
>>
>>I let more than one reduction but I do it rarely enough so I do not get a lot of
>>depth.
>>In my case hash tables are not used for pruning but only for better order of
>>moves so they are no problem.
>>
>>History based pruning is one of the reason for my choice not to use hash for
>>pruning.
>>
>>I feel that using hash for pruning limit my freedom to try other ideas that may
>>be productive without using hash for pruning.
>>I also believe that my history based pruning may be improved and I did not try
>>lately to improve it.
>>
>>Movei00_7_99 is the first public version that use history based pruning.
>>
>>I did some changes in history based pruning since that version but I did not
>>test changes in it in the last few months and I plan testing changes in it
>>again.
>>
>>Uri
>
>Another note is that I do research in case of unexpected fail high.
>
  yes if the null window search fails , research with the full window and
the full depth should be made.

>The logical point is that unexpected failed high may be not result of good move
>but result of the horizon effect.
>
>If I understand fruit's source correctly there is no research in it after fail
>high and for me it is trivial that research is needed in that case otherwise in
>position that one side lose material the program may not see losing material
>after bad postional move because of the horizon effect.
>
>Uri



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