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Subject: Re: Forced moves

Author: Robert Hyatt

Date: 09:34:34 07/31/99

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On July 31, 1999 at 03:08:42, Ed Schröder wrote:

>>This is easy to test.
>>
>>My hypothesis:  simple search is not good enough to discover that all moves
>>but one lead to mate, in any positions except for those near the point where a
>>game is already over (one side is mating the other).
>>
>>Ed's:  A simple search is good enough to discern forcing moves.
>>
>>How about someone looking for positions where all moves but one lead to a
>>forced mate...  IE one move must _not_ get mated, while all the rest do.
>>Then we decide whether the short search of Rebel can see this or not.
>>
>>Then we decide how often this kind of position occurs, and how often (when it
>>does) is a shallow search enough to recognize the forced nature.
>>
>>I don't think (a) it will work very well; (b) that it is worth the effort to
>>search with alpha=-inf, beta=+inf for every root move; (c) that by the time
>>this might have a chance of identifying a forcing move, the game is already
>>over and saving time is pointless...
>>
>>My opinion, of course...
>
>How about going one step further. Some years ago I did an experiment.
>Search the first iteration without A/B, then:
>
>if (best_score - second_best_score > margin_one) limit time control.
>if (best_score - second_best_score > margin_two) limit time control even more.
>
>etc.
>
>Also I tried this for the second iteration as well. Results were not bad at all
>as it also catches forced moves that aren't recaptures and escapes from
>checks. Moves sequences like 1..g5 2.Bg3 were also discovered and
>2.Bg3 was played very fast. I also remember a case 1.a7 Ra8 preventing
>the pawn to promote. Since 1..Ra8 was the only move 1..Ra8 was played
>instantly.
>


that's an easy one to break.  Take the position Cray Blitz vs Belle (I will
try to find the FEN but it is in one of the test suites (Bxh6 is a draw, Qxb6
loses).

I'll bet you that you discover that Qxb6 is +3 better than any other move with
a 1 ply search.  And a 2 ply search...  and a 3, 4, 5 and 6 ply search...  and
beyond... until you finally see that it loses badly.

Using your approach will get you killed there.  Care to guess how I know?  I
was there.  I used a scheme almost exactly like yours in 1980 or so, and it
made that very same mistake in that very same game, and lost quickly...  A 2
minute search would have shown Bxh6 drew and Qxb6 lost.  But CB assumed that
"Qxb6 was 'easy'"




>Note that Q-search in Rebel's first and second iteration were limited to 6 and
>8 plies to prevent the search to explode when A/B is not active. I also do
>check extensions in Q-search to discover mates which catches the most
>important ones but not all of course.
>
>Ed Schroder



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