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

Author: Vincent Diepeveen

Date: 04:48:14 01/28/05

Go up one level in this thread


On January 28, 2005 at 04:33:50, Vasik Rajlich wrote:

>On January 27, 2005 at 19:56:58, Vincent Diepeveen 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.
>>>
>>>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
>>
>>probcut != multicut
>>
>>Probcut type ideas are IMHO nonsense.
>>
>>Multicut more interesting as it requires more than 1 fail high.
>>
>
>So what is multicut?
>
>BTW Fabien is using the probcut idea in Fruit 2.0 - maybe it's worth a try. I
>also agree though, it doesn't sound right.

If a program searches inefficient, everything seems to work to get it more
efficient.

For multicut see online paper from Bjornsson/Marsland (there is an umlaut at the
first o from Bjornsson, so it might be more clever to search for the name
marsland at altavista.com)

Note i have the paper on real paper in an ICGA book.

The advantage of being a member of ICGA is you never miss anything.

>Vas
>
>>>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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