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

Author: Vasik Rajlich

Date: 13:56:26 01/27/05

Go up one level in this thread


On January 27, 2005 at 13:17:23, Matthew Hull wrote:

>On January 27, 2005 at 13:12:09, Vasik Rajlich wrote:
>
>>On January 27, 2005 at 11:16:22, Vincent Diepeveen wrote:
>>
>>>On January 27, 2005 at 04:35:46, Vasik Rajlich wrote:
>>>
>>>>On January 26, 2005 at 08:50:03, Dr. Axel Steinhage wrote:
>>>>
>>>>>Hi all,
>>>>>
>>>>>I registered to this forum just a week ago. However I have quite some experience
>>>>>in Chess-Programming although I always did it for myself only. In the late 80ies
>>>>>I wrote an Assembler Program for Z80 which was on the same level as Colossus4 at
>>>>>that time. Then I stopped programming for more than a decade. One year ago I
>>>>>restarted with a new Engine in ANSI C. I named it "Astimate" and concerning the
>>>>>limited time I can invest in that hobby, I think I am quite far already. I am
>>>>>very proud on the fact that I never ever looked into someone elses code but
>>>>>wanted to discover everything on my own. Being a scientist by education, I read
>>>>>the important publications though! Doing that, I learned a lot about Singular
>>>>>Extensions, starting out from the first paper of the DeepBlue team up to the
>>>>>various comments by Bob and others here in the forum.
>>>>>It seemed to me that so far SE is still a "nice idea" only. The problem seems to
>>>>>be with the efficient implementation. So I sat down for quite some time and
>>>>>tried to come up with an algorithm that works well in practice. Now, I think, I
>>>>>have found one. I made some tests and so far it looks very good as it finds
>>>>>lotsa combinations earlier without adding a lot overhead. Before going into more
>>>>>testing, I would like to hear the programming-gurus' opinion about the idea. So
>>>>>please give your comments. The algorithm works as follows:
>>>>>
>>>>>I do a normal Search (Soft NegaScout, PVS, Aspiration, Verified Nullmove (R=3),
>>>>>Hashtables, Killer, ...) and keep track of the best and the second best move
>>>>>when testing out all possible moves. When the best and the second best differ by
>>>>>a given margin S, I define the move as singular. So far, this is well known. But
>>>>>now come two innovations:
>>>>>1. in case of a fail high, the best move may be singular but I don't know it
>>>>>because I have cut off before searching all moves. This, I prevent as follows:
>>>>>In case of a fail high, I look if the second best move is within the S window.
>>>>>If so, I cut off cuz the best move cannot be singular. If not, I go on searching
>>>>>(although I could cut off already!) with reduced depth (R=2). I do this until I
>>>>>have searched all moves or until I have a second best move within S (or another
>>>>>fail high, of course). If all the other moves are outside the S window, I define
>>>>>the move singular.
>>>>>2. If I found a move to be singular, I do NOT do a research. Instead, I store
>>>>>this information in the Hashtable and prevent this hash-entry from being
>>>>>overwritten in the future. In the next depth-iteration, I know from the
>>>>>Hash-Entry then already upfront that this move might be singular and extend its
>>>>>max depth. Of course, I don't do the singularity search on the move I have
>>>>>already classified singular.
>>>>>
>>>>>Because of the reduced depth singularity-search after cutoff and omitting the
>>>>>research, there is practically no overhead other than the extension itself.
>>>>>Of course, this algorithm is "cheapo SE" as it might miss quite a lot of
>>>>>Singular moves: first, the reduced depth might not discover a singularity.
>>>>>second, the "second best" value may be wrong, as it might also only be a
>>>>>boundary (have to analyse that). Finally, the information that a move is
>>>>>singular stems from the last depth iteration. However, in the current depth
>>>>>iteration, the move may not be singular anymore.
>>>>>
>>>>>Despite of these drawbacks, the algorithm turned out to work quite well on some
>>>>>test positions with my engine. Before pdoing more tests, however, I would rather
>>>>>like to hear what you think about my idea.
>>>>>
>>>>>Axel
>>>>
>>>>I doubt it makes any real difference. Basically you're doing R==3 instead of
>>>>R==2, and skipping an intial R==2 search of the first move which is useful
>>>>anyway as an IID search.
>>>>
>>>>Note also that all the fancy changes to the hash tables usually change your
>>>>engine level by at most 1 rating point, you could safely skip that part.
>>>>
>>>>My problem with SE is that I don't see a top engine from 2008 (let's say) using
>>>>it. It's always nice to see some shot in X ply instead of X+3 ply, but you won't
>>>>see those shots in the really important games.
>>>>Vas
>>>
>>>I'm very sure at least 1 top engine in 2008 will be using it. However most
>>>likely that won't be Diep. Please keep in mind that SE are excellent form of
>>>extensions to compensate dubious forward pruning near the leafs.
>>>
>>>More interesting question is whether in 2008 people will be using multicut.
>>>
>>>The reason why multicut is more interesting than SE is because multicut REDUCES
>>>the branching factor. SE doesn't :)
>>>
>>>It gets Diep a deeper search (0.5 ply or so), tactical it seems to work, but
>>>positional i have my doubts. And the deeper you search the more dubious it gets.
>>>
>>>Stefan Meyer-Kahlen like a real profi obviously doesn't want to discuss them
>>>with me.
>>>
>>>So that's why it's good now to ask this publicly. When i analyze with shredder
>>>7.04 versus shredder8 i can't avoid getting the impression that somehow S8 is
>>>using them. S8 is missing so much more positional than S7.04 that it can only an
>>>algorithm like this explaining it.
>>>
>>>What are your thoughts there?
>>>
>>>Vincent
>>
>>Shredder 8 is definitely not using SE - in fact, it's doing something quite the
>>opposite. Try setting up a position where there is a forcing piece sac at the
>>root, then clear the hash table and set up the position one move later, right
>>after the piece sac, and see how much fewer ply you need for the second search.
>>It's usually >1 ply difference, and I've never seen a 0-ply difference. Junior
>>also shows this behavior.
>
>
>Are there no free engines that show this behavior also.  Don't they all?
>
>

Actually - on second thought, yes, simple futility pruning would do this too. So
I guess it's possible Shredder is doing SE (or something similar) with big
futility pruning.

So let me say it differently: I strongly suspect that the top engines are doing
something anti-SE, that is, favoring (statistically) good moves over forcing
moves, whereas SE favors forcing moves over good moves. Just an impression ...

Vas

>
>>
>>BTW I don't like the probcut idea for chess. Too often the eval just needs a
>>certain amount of search - for example, a manoever Nf3-g1-e2-c3-d5. It looks bad
>>until the end. Of course it's a question of statistics - one thing is for sure,
>>search is a really strange thing.
>>
>>Vas



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