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Subject: Re: Speed and horizont effect

Author: Peter McKenzie

Date: 11:06:46 01/23/00

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On January 23, 2000 at 10:07:36, Robert Hyatt wrote:

>On January 22, 2000 at 20:43:22, Peter McKenzie wrote:
>
>>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.
>
>
>
>
>I think a 14 ply search will see this.  It takes Crafty 10 plies to see
>Qxh7 drop to draw, and it drops every move after that.  At depth=10 Crafty
>switches to something else.  I would expect a 14 ply search to get a 'sniff'
>of this...

What is the 10ply PV of crafty here?
How many checks does it contain?  If it contains more than 4 checks, doesn't
that mean a 14ply search without check extensions wouldn't find it?
Also, are you using a mate threat extension?

>
>And yes, some positions with no extensions will look ugly...  but think of all
>the good positional things a 14 ply search would see..

Yes, I think I'd like my program to be able to see 14ply :-)



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