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Subject: Re: History pruning

Author: Robert Hyatt

Date: 12:25:37 02/27/06

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On February 27, 2006 at 15:09:43, Tord Romstad wrote:

>On February 27, 2006 at 12:23:29, Robert Hyatt wrote:
>
>>I ran with a flavor of this in CCT8 and noticed no problems whatsoever from a
>>tactical perspective.  My original thinking when implementing this was that it
>>would hurt tactics, but improve positional play, since reducing the depth on the
>>oddball moves would tend to drive the tactics over the horizon.  Interestingly,
>>in testing the idea prior to CCT8, I discovered the opposite.
>
>That's my experience, too.  Tactically, my program is *much* stronger with
>late move reductions enabled.  Horizon effects are rare.  It does happen (but
>not very often) that some tactical shot is found one iteration later, but
>usually
>the time to solution is still shorter.
>
>I tried a quick run through ECMGCP at 10 seconds/position now.  With late
>move reductions enabled, my program scored 166/183.  When I disabled
>them, the score dropped to 150/183.  This is a rather significant difference.
>
>There are also some rather cheap ways to improve the tactical accuracy.
>One simple trick which works surprisingly well for me is the following:
>If I reduce a move, and at the following node the null move search fails
>low, and furthermore the moving piece in the move that refuted the
>null move is the same as the moving piece in the reduced depth move,
>instantly stop the reduced depth search and re-search with full depth.
>Various forms of static threat detection could also help.  It is probably
>also a good idea not to reduce anything too close to the horizon.
>
>>So, bottom line, the idea seems workable now.  I've got a few other things to
>>test, and some are playing with the reduction amount (I used 1.0 plies for CCT8
>>but Mike has been testing with 2.0 so there is room for improvement probably).
>
>I have never had success with reducing by more than one ply, but of course this
>doesn't mean that it is impossible.
>
>>There are also a few other types of moves that might be excluded, but I am not
>>doing this at present (yet).  Passed pawn pushes for example probably should be
>>excluded, but presently are not.
>
>I do this, in an indirect way.  I evaluate all internal nodes.  If a reduced
>move
>seriously increases the passed pawn eval for the moving side, I cancel the
>reduction.  I do something similar for king safety, and consider to add other
>evaluation components as well.  There are plenty of other obvious ideas which
>are worth trying here.
>
>>I'll release all the details once the WCCC event is over, but the idea appears
>>to be fully workable despite what "some" will say.  :)
>
>Well, let's rather say that it's fully workable in *some* programs.  :-)
>
>Tord


Can you post a link to the ecmgcp positions you are using?  I cleaned up my test
directory a while back, and on a couple of occasions cleaned up more than I
intended. :)



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