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Subject: Re: Missing a MODEL for the minum branching factor using R=3,hash,a-b

Author: Vincent Diepeveen

Date: 04:31:10 08/11/99

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On August 11, 1999 at 06:29:22, David Blackman wrote:

>Start with an ACTUAL branching factor B (ie number of legal moves in each
>position).
>
>For depth N, minimax needs  B ** N, apparent branching factor B.
>
>Plain alpha-beta with perfect move ordering needs k * B ** (N/2) where k is some
>small constant. So apparent branching factor is SQRT(B).
>
>With alpha-beta, nullmove pruning factor R, assume perfect move ordering, and
>every move that fails low gets cut by null move pruning, k * B ** (N/(R+2)) so
>apparent branching factor is B ** ( 1/(R+2) ) . For R=3 that is fifth root of B.
>With B=32 (probably a bit low for a midgame) that would be branching factor 2.

B=32 is a bit high, see earlier posts of my:
lots of pieces get of the board, and lots of transpositions.

So B is a lot less than that.


>I don't think you're going to get quite that good for most positions. First it
>assumes perfect move ordering. There might be tricks to get close to that. But
>also it assumes null move pruning works for almost all failing low moves, and i
>don't think that is true. A tempo is often worth a lot.
>
>Working out a model for effect of transposition tables on branching factor makes
>my head hurt. For now i'll just note that in practice it doesn't seem to help
>much in the middlegame. So i think apparent branching factors in the range 2 to
>4 will be the rule for the moment, for normal mid-game positions.
>
>If you could get down close to 2 that would make depths of 15 to 20 ply feasible
>at normal tournament controls. I guess most of us aren't there yet.



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