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Subject: Re: Hard endgame position

Author: Andreas Stabel

Date: 07:21:40 03/02/00

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On March 02, 2000 at 10:02:52, Robert Hyatt wrote:

>On March 02, 2000 at 06:47:25, Andreas Stabel wrote:
>
>>On March 01, 2000 at 22:54:01, Robert Hyatt wrote:
>>
>>>On March 01, 2000 at 17:19:38, Dann Corbit wrote:
>>>
>>>>On March 01, 2000 at 17:05:13, Dave Gomboc wrote:
>>>>
>>>>>On March 01, 2000 at 13:53:57, Dann Corbit wrote:
>>>>>
>>>>>>On March 01, 2000 at 10:28:56, Dave Gomboc wrote:
>>>>>>[snip]
>>>>>>
>>>>>>>Well, my computer resolved the fail high in twenty seconds or so.  Odd.
>>>>>>
>>>>>>You have a multiple CPU machine (I think Bernhard does as well).  I believe that
>>>>>>sometimes you will get different move orderings because of this and solve early
>>>>>>(or late).
>>>>>
>>>>>Yes.
>>>>>
>>>>>Occasionally Crafty does go on a "forever think", even on 1 cpu.  I don't recall
>>>>>versions from say a year ago doing this.  I'm sure Bob would do something about
>>>>>it if he knew of a good solution for it.  Something somewhere must be blowing up
>>>>>somehow (as if that description helps. ;-)
>>>>
>>>>On the other hand, I am not sure it needs fixing.  Look at the recent CCC
>>>>tournament where Crafty pounded the ether-bits out of all the competition,
>>>>including the best commercial programs in the world on top-notch hardware.
>>>>
>>>>The check extension explosions almost never cause crafty to make the wrong move
>>>>(that I have seen).  If the timer fired and said "it's time to move now" it
>>>>seems like usually, it would make the right choice.  It's just a bit puzzled
>>>>about exactly how good the choice is.
>>>>
>>>>Since "the proof of the pudding is in the eating" I'm not so sure it is a good
>>>>idea to 'fix' anything.
>>>
>>>
>>>These "hangs" are rarely extension problems.  They are more commonly alpha/beta
>>>window problems.  IE it is easy to search a position where most moves lead to
>>>mate, but the mates are not forced, so that the best score is just +.02...
>>>
>>>all the mates get pruned instantly.  But on a fail high, where beta is relaxed
>>>to +inf, these mates can't be pruned, and now you have to search thru the forest
>>>of checks, mates, and shorter mates, to find the shortest mate.  Often that
>>>can't be resolved inside the time limit.  But who cares?
>>
>>I use crafty a lot for analyzing and my experience is that this is a very
>>comon situation. Perhaps it wouldn't matter so much if it only happened on
>>fail highs, but in an equal amount of cases it happens on a fail low where
>>it may be fatal for crafty not to find a better move.
>>
>>In the cases where I've had the patience to wait for a resolution of the fail
>>high or low, the amount of time sometimes turn out the be incredibly large.
>>If the total time consumed by crafty before the fail high or low is X, it is
>>common to have to wait 100X or even 1000X for crafty to resolve the fail.
>>
>>I wonder if it is possible to set some of the parameters of crafty to lighten
>>this problem, espesially when analyzing a position fot a long time.
>>
>>Best regards
>>Andreas Stabel
>
>The problem with fail-lows is that move ordering is blown.  The hash table
>was set based on the best move being best.  But at the current depth, we
>suddenly find that this is wrong.  And _all_ the stored hash moves suddenly
>become wrong and useless, because at the new depth, we have discovered that
>all our previous analysis had overlooked a critical move due to lack of
>depth.
>
>If a normal position takes too long, you can back off the extensions if you
>want to (ext command).
>
>For fail low/fail high positions, there is not much that can be done that I
>can see.  I am not seeing this as a "common" happening, however, in watching
>Crafty play on ICC.  It does happen occasionally, but not even once per game
>that I am seeing.

The reason why it is "common" for me is perhaps because I usually don't analyze
whole games, but rather special positions where I know or suspect that there
are tactical possibilities. When crafty sees this it usually fails low or high.

I can understand the argument about the hash values up to a point, but if to
make all the existing hash values only took X minutes, why should it take
100X or more to make them again ?

You say that the move ordering is blown, but the increased time it takes to
research the position seems to indicate that the move ordering suddenly
became the worst possible :)

Do you perhaps search deeper after failing high or low, or increase extensions
... or perhaps more likely there is something fundamental that I don't
understand.

I know that in certain positions, the new best variation forces crafty to
analyze an exponential increase in positions which could just be cut off
earlier, but is this so common ?

Regards
Andreas Stabel



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