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Subject: Re: New Algorithm for "el cheapo Singular Extensions" :)

Author: Vincent Diepeveen

Date: 08:10:02 01/27/05

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On January 27, 2005 at 04:38:04, Dr. Axel Steinhage wrote:

>On January 26, 2005 at 12:59:42, Robert Hyatt wrote:
>
>>On January 26, 2005 at 08:50:03, Dr. Axel Steinhage wrote:
>
>>Your case of "fail high" seems to be terribly expensive.  Doubling the size of
>>the tree at a minimum, because to search the second move after you have a
>>fail-high is pure overhead.  DB did this as well, but they did do a search to a
>>significantly reduced depth, rather than a normal search.  Hsu called this "FH
>>singular" (fail-high singular).  I implemented it exactly as he spelled it out,
>
>Thanks for your comments! Just wanted to comment on this reply from you (above):
>My "fail high" is not expensife, because I also go on searching with reduced
>depth (I think I wrote that I use a reduction factor of R=2).
>Maybe I did not make myself clear enough. I think the main difference between my
>algorithm and the others I have seen so far is, that I NEVER touch a move twice
>and I don't even have to generate all moves most of the time. What Hsu et Al did
>was to FIRST find the best move and THEN test whether it is singular. What most
>people do today is FIRST do a complete search (although at reduced depth) to
>find a singular move and then search the whole branch again with the singular
>move having higher depth, right? This also means to touch this branch twice.
>What I do, however, is only to GO ON searching (with reduced depth!) after a
>fail high. So no RESEARCH but a CONTINUATION of the search. This seems costly,

At one point you MUST test whether the best move has a margin S or more to all
other moves.

Where do you plan to do that?

>but it may not be! Most of the time the next move I search (after the fail high)
>is already within the Singular window (or a fail high again). Plus, I have many
>conditions where I don't have to go on searching anyway.
>It seems that the test for singularity produces nearly no overhead. Only the
>actual extension. But as you stated: this may already be too much overhead. I
>can believe, that SE is somehow orthogonal to Nullmove. I will go on testing.
>I did not do complete testing so far. I only checked the solution times for a
>set of test positions. But that does not mean anything for the practical game
>later on. I will keep you up to date on my findings, if you like.
>
>Thanks, Axel



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