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

Author: Vasik Rajlich

Date: 08:42:40 01/28/05

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On January 28, 2005 at 07:48:14, Vincent Diepeveen wrote:

>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.

Thanks - check your email.

Vas

>
>>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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