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Subject: Re: DB Chip will kill all comercial programs or.....

Author: Eugene Nalimov

Date: 12:08:13 05/14/99

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On May 14, 1999 at 15:02:28, Robert Hyatt wrote:

>On May 14, 1999 at 14:47:20, Dave Gomboc wrote:
>
>>On May 14, 1999 at 13:39:30, Robert Hyatt wrote:
>>
>>>On May 14, 1999 at 12:40:35, Dave Gomboc wrote:
>>>
>>>>On May 14, 1999 at 10:00:03, Robert Hyatt wrote:
>>>>
>>>>>On May 13, 1999 at 23:00:53, Eelco de Groot wrote:
>>>>>
>>>>>>
>>>>>>Robert, Mr. Hyatt, thanks for all the new info on the 'Deep Blue for consumers'
>>>>>>chip! Does Mr. Hsu already have a name for it? I suppose you could call it 'Baby
>>>>>>Blue' , but maybe that is too innocent a name for this monster... (A topic for
>>>>>>the polls, maybe, choosing a good name?). Regarding your thoughts on 'guts' , I
>>>>>>am not a programmer, but does not the 'soul' of a program  reside for a large
>>>>>>part in its positional understanding also? Since the chip can be operated in
>>>>>>parallel to a software program, could  it not be used mainly for a deep tactical
>>>>>>evaluation? Letting the program do a 1 ply search on all the positional features
>>>>>>Deep Blue is not very good at, while the chip does a 4 ply mainly tactical
>>>>>>search? It would be up to the programmer then to decide how much weight each of
>>>>>>the two evaluations must get to retain the original character of the program. Am
>>>>>>I making any sense here?
>>>>>>
>>>>>
>>>>>yes... but the problem here is that this is what programs like Fritz/Nimzo/etc
>>>>>do to an extent.  They do a lot of work at the root of the tree, and then have
>>>>>a very primitive evaluation at the tips.  And they make gross positional
>>>>>mistakes as a result.  The _right_ way to search is a good search, followed by
>>>>>a _full_ positional evaluation.  And that is _very_ slow (which is why the fast
>>>>>programs don't do this).  DB _does_ however, because they do the eval in
>>>>>hardware and the cost is minimal compared to our cost.
>>>>
>>>>"_Right_" depends on what works the best.  If you find assumptions that carry
>>>>over to all of the leaf positions that matter, and save yourself from the cost
>>>>of eval at each one of them, you will be much faster.  Sometimes a leaf position
>>>>that matters will get hit, and you get toasted up.  Tough one. :)  Zobrist
>>>>hashing is no different.  I don't think it is categorically an error to do such
>>>>a thing.
>>>>
>>>
>>>I can't think of a single things that I can evaluate at the root, and then
>>>expect for that to still hold 20 plies into the tree.  Not one single thing.
>>>Not even the fact that we are in an opening, or middlegame, or endgame position,
>>>because a _lot_ can happen 20 plies from the root.  And if you watch Crafty play
>>>on ICC, in blitz games it generally searches 9-10 plies all the time, except
>>>for when it reaches simpler endgames where this goes up to 15-20.  And for those
>>>9-10 ply searches, the PV is often 20+ moves long.  What would you notice at the
>>>root and expect that it _still_ applies that far away from the root?  Very
>>>little, IMHO.
>>
>>Good argument, but what if we decide to to this e.g. 2 or 4 ply above the leaves
>>instead of at the root?  Now the error is reduced, and the time savings are
>>still mostly present.
>>
>>Dave
>
>
>How much error will you accept?  IE most of my 12 ply searches have PV's
>that are much longer... say an average of 20 plies.  is searching 20 plies
>beyond the 'root eval' bad?  I think so.  Is only searching 16 plies beyond
>a 4-ply "root eval" bad?  I _still_ think so.  And if you run that eval out
>to 10 plies the computational cost starts showing up...

In my 8080/z80 program I modified parameters (mainly square-pieces tables) only
if something drastically changed on the board - queens were exchanged, king
moved more than (I think) 2 squares, etc. And actually I did not re-evaluated
the tables immediately - I set the flag that says the first full eval have to do
that. Usually there were no need of that full eval, as simple eval (material +
crude pawn estimation) was enough fo cutoff.

Eugene



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