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Subject: Re: What if....you could SEE perfectly?

Author: Stuart Cracraft

Date: 13:04:58 12/15/05

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On December 15, 2005 at 15:55:03, Andrew Wagner wrote:

>Let your imaginations roll for a moment.
>
>First, imagine that a perfect SEE algorithm existed. That is, given any
>position, and a side to move, you could decide which piece to move without doing
>any searching, and get it right 100% of the time. Now your search tree is down
>to a branch with an ammortized size of about 12 branches per position  (maximum
>of 27 moves for the queen, 14 for rook, 13 for bishop, 8 for knight, 8 for king,
>3 for pawn) with an average case in the middle game much lower. You still have
>to search those 12 branches or whatever, but you're always only searching moves
>for a single piece per node.
>
>Now, take a typical modern engine, with or without a typical SEE algorithm, and
>fitted it with this new, perfect SEE. How much improvement would you see, if
>any?

There's a problem here. SEE stands for Static Exchange Evaluator. It is
called to determine whether to do the quiescence capture search. It is not
for other kinds of moves.

I spent some time working on SEE and finally just asked for this board to do it.
Someone contributed a nice code fragment (no, it wasn't Bob), and it is now
a permament part of my program. I noticed a substantial improvement in the
program's search capability.

SEE eliminates the ostensibly losing captures, permitting search of the winning
and even captures. It is more often far more right than wrong because the bad
captures are by far the preponderance of the events in the capture tree.

What YOU are talking about is not SEE. You are talking about the perfect
Evaluation function. I've thought about that point in the past and just
don't see it worth thinking too much about because the game is far more
easily approached tactically than non-tactically. The former is the
majority of skill. The lack of it, at any reasonable player strength, is
often fatal.

It has been noticed, by many, that a better evaluation function than they
had before, up to a point, can actually improve (i.e. reduce) the size
of the tree and actually speed up the search.

I can't cite a specific paper that investigates this as its goal but think
it would be a useful piece of research and rather convincing at that. I
suspect you'd find a bell-curve where at a certain point of additional
knowledge, the tree search is better but much further away from that point
would give much poorer results.

Too much knowledge and too little knowledge are not the place to be.

Unless, of course, you can do it all in hardware and in parallel. :-)

Stuart



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