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

Author: Bas Hamstra

Date: 19:27:09 08/11/99

Go up one level in this thread


On August 11, 1999 at 10:19:09, Robert Hyatt wrote:

>On August 11, 1999 at 07:31:10, Vincent Diepeveen wrote:
>
>>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.
>
>No it isn't, and this is an easy hypothesis to test:
>
>search a few positions for an hour each, no null move, no hashing.
>
>Turn on hashing and see what that does to reach the same depth.
>
>Then turn on null-move and see what that does.
>
>Then you can compute exactly what the two things do to shrink the overall
>tree.  In my testing, I generally find null-move is worth 2 extra plies over
>non-null move, using R=2.  Stripping out my eval _might_ get another ply as
>my eval is 50% of total search time.  Stripping out move ordering will lose that
>ply right back due to less efficient move ordering.

No wait, that's too fast. If you do only material you get *much* more cutoffs.
As long as no material can be won, all zero evals so moveordering is *perfect*.
Just try Crafty with only material int the opening position. I do get to 18 ply
too, in little time.

However in other positions than the startposition the difference becomes smaller
(though substantial and more than your 50% that is probably based on a profiler,
not on testing).


Reagars,
Bas Hamstra.


>22 plies ain't going to happen, much less 30.  The math just isn't there.  I
>have seen _no_ program report depths > 12-14 in the middlegame, except for
>Junior which reports depth in 1/2 ply increments.  If they can't hit 18-19
>with everything included, they aren't going to hit >20 stripped down...
>
>
>
>
>>
>>
>>>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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