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Subject: Re: Speed and horizont effect

Author: Peter McKenzie

Date: 17:43:22 01/22/00

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On January 22, 2000 at 17:40:10, Robert Hyatt wrote:

>On January 22, 2000 at 03:12:53, David Blackman wrote:
>
>>On January 21, 2000 at 11:31:06, Robert Hyatt wrote:
>>
>>>The solution to the horizon effect is depth.  And extensions.  The most common
>>>horizon effect type of move is a check, which constrains the opponent to react
>>>to the check, and removes 2 plies from the depth.  Extend on the check and you
>>>cut the loss by 1 ply.  A capture/recapture is the next most likely cause, as
>>>a capture must either be followed by the recapture, a different capture to
>>>maintain material balance, or a check.  Again you lose 2 plies.  And extending
>>>on a capture/recapture pair will recover one of those plies.  The capture,
>>>check, get out of check, recapture group of moves is harder of course...
>>
>>Yes. You need extensions. Depth won't solve it on its own, but will make the
>>program stronger.
>>
>>Recently i have tried a program that usually gets to 14 ply fairly quickly, but
>>has almost no extensions. It plays reasonably well most of the time, but a
>>couple of times i've seen it make obvious tactical errors. I mean obvious to me,
>>without computer assistance, and i'm a 1500 player.
>>
>>Careful analysis of the positions showed it was the horizon effect. A simple
>>tactic of 3 to 6 plies apparent depth was being missed because the computer
>>could play a series of meaningless and perhaps slightly bad delaying moves to
>>push the problem out past 14 plies so it couldn't see the main tactic.
>
>
>reaching a depth of 14 plies should hide most horizon effect problems from any
>but the very strong tactical players.  But getting to 14 plies sounds impossible
>for a primitive program, without some sort of selectiveness... and _that_ will
>certainly cause tactical oversights...

I think that 14 ply using nullmove pruning (R=2) and no extensions (not even
check) and no fancy quiescence would still be prone to some quite bad tactical
mistakes.

Take the following classic type of position for example:

[D]5k2/1p5r/3pp3/p2p4/1b1P1P2/qP1Q1NP1/P1P3N1/1K6 w - -

Its obvious to a human that after Qxh7?? Bc3, white will be mated.  The tricky
thing for a program is to wade thru. the mindless checks by the white queen, and
of course the null movers have a little trouble with the Qb2# threat.

I think a vanilla 14ply null mover without any extensions would have a tough
time avoiding Qxh7 though - even at depth 14.



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