Author: Mike Byrne
Date: 17:55:40 08/03/02
Go up one level in this thread
On August 02, 2002 at 17:08:03, Robert Hyatt wrote: >On August 01, 2002 at 19:40:17, Martin Bauer wrote: > >>On August 01, 2002 at 08:12:13, Ulrich Tuerke wrote: >> >>>In order to get exact values, you in principle have to switch off alpa-beta at >>>ply 1. But that's too expensive in terms of search tree sizes. >> >>Ok, thank you and all other people, who replyed to my question. I see it is not >>so easy, I have to spend some extra work and be careful, that it does not waste >>too much time. >> >>I dont want to trust the values at depth 1, because that is not a good look >>ahead. >> >>>I do a pure minmax search at iteration #1. So, I get exact values at this level. >>>These values - combined with other criteria - are some measure whether the best >>>move is "an easy one". >> >>What about this Situation: I can recapture the queen in 1, but there also is a 7 >>move combination that wins two rooks. So a 1 ply search would say "easy move" >>because it only sees the recapture of the queen. But in truth there is a >>slightly better move that wins 2 rooks, what gives a little bit better value in >>my program and I think in most others, too. >> >>if I half the search time in a 1min bullet game, I may be blind for the better 7 >>move combination, because of the reduced time. That is the reason, why I want to >>ask for the difference of the two best moves with values resulting from depth 7. >>Can ply 1 + some extra things replace ply 7. Or do I worry about things that >>doesn't matter in practice? On what depends searching more or less in top >>Engines? >> >>Bye >> >>Martin >\ >Here is what I do in Crafty: > >1. I order all the root moves. To do this, I make each root move and do a >captures-only q-search after each move to get a rough idea of the material >situation on the board. > >2. If one move is better than all the rest (by at least 2.0 pawns) then I >set the "easy move" flag. > >3. I then start the normal search. > >4. If, during the search, this move "fails low" at any point, "easy move" is >cleared. If, during the search, another move becomes best, "easy move" is >also cleared. > >5. When I have used 1/3 of the target time, and easy move is still set, I >stop the search early. > >I do have some additional restrictions... IE this must be a recapture, ie >To(move) must be identical to To(opponent's last move) which would make it >a recapture. You don't want to say easy move too quickly. There is a >famous position from Cray Blitz vs Belle in 1981, where white could play >Qxb6 (the knight appeared to be hanging, but taking it led to great >difficulty). Cray Blitz thought it was "easy" and didn't search long enough >to see it was poisoned... noise=1 Crafty v17.15 SE (2 cpus) White(1): noise 1 noise level set to 1. White(1): [D] 5r1k/6p1/1n2Q2p/4p3/8/7P/PP4PK/R1B1q3 w - - 28 bm Bxh6 White(1): White(1): go clearing hash tables time surplus 0.00 time limit 10:00 (10:00) nss depth time score variation (1) starting thread 1 1 0.00 5.21 1. Qxb6 Rf2 1-> 0.03 5.21 1. Qxb6 Rf2 2 0.03 -- 1. Qxb6 2 0.03 ++ 1. Qxb6!! 2 0.03 5.67 1. Qxb6 Rc8 2. Qe3 2-> 0.03 5.67 1. Qxb6 Rc8 2. Qe3 3 0.03 -- 1. Qxb6 3 0.03 5.59 1. Qxb6 Qf2 2. Be3 Qf5 3-> 0.03 5.59 1. Qxb6 Qf2 2. Be3 Qf5 4 0.03 ++ 1. Qxb6!! 4 0.05 6.00 1. Qxb6 Qf2 2. Qe3 Qxe3 3. Bxe3 4-> 0.05 6.00 1. Qxb6 Qf2 2. Qe3 Qxe3 3. Bxe3 5 0.06 -- 1. Qxb6 5 0.06 5.72 1. Qxb6 Rc8 2. Qe3 Qxe3 3. Bxe3 Rc2 <HT> 5-> 0.08 5.72 1. Qxb6 Rc8 2. Qe3 Qxe3 3. Bxe3 Rc2 <HT> 6 0.09 ++ 1. Qxb6!! 6-> 0.11 6.11 1. Qxb6 Rc8 2. Qe3 Qxe3 3. Bxe3 Rc2 4. Bc1 <HT> 7 0.11 -- 1. Qxb6 7 0.30 -1.30 1. Qxb6 Rf1 2. Qd8+ Kh7 3. Qd3+ e4 4. Qxf1 Qxf1 5. b3 e3 6. Bb2 e2 7. Bc3 7 0.33 ++ 1. Bxh6!! 7 0.41 -0.60 1. Bxh6 Qxa1 2. Qg6 Rg8 3. Be3 Rc8 4. Bxb6 Qxb2 (4) 7-> 0.80 -0.60 1. Bxh6 Qxa1 2. Qg6 Rg8 3. Be3 Rc8 4. Bxb6 Qxb2 (3) 8 0.87 -0.49 1. Bxh6 Qxa1 2. Qg6 Rg8 3. Qxb6 Qxa2 4. b4 Rc8 5. Bg5 (4) 8-> 1.36 -0.49 1. Bxh6 Qxa1 2. Qg6 Rg8 3. Qxb6 Qxa2 4. b4 Rc8 5. Bg5 9 1.48 ++ 1. Bxh6!! (3) 9 1.64 0.00 1. Bxh6 Qxa1 2. Qg6 gxh6 3. Qxh6+ Kg8 4. Qg6+ Kh8 5. Qh6+ (4) 9-> 2.58 0.00 1. Bxh6 Qxa1 2. Qg6 gxh6 3. Qxh6+ Kg8 4. Qg6+ Kh8 5. Qh6+ (3) 10 2.98 0.00 1. Bxh6 Qxa1 2. Qg6 gxh6 3. Qxh6+ Kg8 4. Qg6+ Kh8 5. Qh6+ (2) 10-> 4.05 0.00 1. Bxh6 Qxa1 2. Qg6 gxh6 3. Qxh6+ Kg8 4. Qg6+ Kh8 5. Qh6+ 11 4.75 0.00 1. Bxh6 Qxa1 2. Qg6 gxh6 3. Qxh6+ Kg8 4. Qg6+ Kh8 5. Qh6+ (2) 11-> 6.75 0.00 1. Bxh6 Qxa1 2. Qg6 gxh6 3. Qxh6+ Kg8 4. Qg6+ Kh8 5. Qh6+ 12 11.41 0.07 1. Bxh6 Qxa1 2. Qe7 Rg8 3. Be3 Rc8 4. Bxb6 Qxb2 5. Bc7 Qb7 6. Qh4+ Kg8 7. Bxe5 Rc2 8. Qd8+ Kf7 (2) 12-> 16.33 0.07 1. Bxh6 Qxa1 2. Qe7 Rg8 3. Be3 Rc8 4. Bxb6 Qxb2 5. Bc7 Qb7 6. Qh4+ Kg8 7. Bxe5 Rc2 8. Qd8+ Kf7 13 21.27 0.10 1. Bxh6 Qxa1 2. Qe7 Rg8 3. Be3 Rc8 4. Bxb6 Qxb2 5. Bc7 Qxa2 6. Bxe5 Qg8 7. Qh4+ Qh7 8. Qxh7+ Kxh7 9. Kg3 13-> 27.98 0.10 1. Bxh6 Qxa1 2. Qe7 Rg8 3. Be3 Rc8 4. Bxb6 Qxb2 5. Bc7 Qxa2 6. Bxe5 Qg8 7. Qh4+ Qh7 8. Qxh7+ Kxh7 9. Kg3 White(1): ? time=36.95 cpu=241% mat=1 n=47660K fh=92% nps=1289K ext-> checks=4002140 recaps=128977 pawns=1500 ext-> 1rep=244593 thrt:34710 pawn sac=0 predicted=0 nodes=47660917 evals=0 endgame tablebase-> probes done=0 successful=0 SMP-> split=960 stop=211 data=10/64 cpu=1:29 elap=36.95 White(1): Bxh6 time used: 36.95 ====================================================================== Black(1): undo Qxb6 forced White(1): Qxb6 time used: 19.07 clearing hash tables time surplus 0.00 time limit 10:00 (10:00) nss depth time score variation (1) 1 0.00 -5.37 1. ... Rf2 2. Qg6 1 0.00 ++ 1. ... Rc8!! 1-> 0.02 -4.98 1. ... Rc8 2 0.02 -- 1. ... Rc8 2 0.02 -5.60 1. ... Rc8 2. Qe3 Qf1 2 0.02 ++ 1. ... Rf2!! 2 0.02 -5.06 1. ... Rf2 2. Qg6 Qe2 2-> 0.02 -5.06 1. ... Rf2 2. Qg6 Qe2 3 0.02 -- 1. ... Rf2 3 0.02 -5.49 1. ... Rf2 2. a4 Kh7 3. b4 3-> 0.03 -5.49 1. ... Rf2 2. a4 Kh7 3. b4 4 0.03 -- 1. ... Rf2 4 0.03 -5.81 1. ... Rf2 2. Be3 Qxa1 3. Qb8+ Kh7 4. Bxf2 4 0.03 -5.72 1. ... Rc8 2. Qe3 Qxe3 3. Bxe3 Rc2 (2) 4-> 0.06 -5.72 1. ... Rc8 2. Qe3 Qxe3 3. Bxe3 Rc2 5 0.06 -- 1. ... Rc8 5 0.06 -6.04 1. ... Rc8 2. Qe3 Qxe3 3. Bxe3 Kh7 4. Kg3 5 0.10 ++ 1. ... Rf1!! 5 0.11 0.41 1. ... Rf1 2. Qd8+ Kh7 3. Qd3+ e4 4. Qxf1 Qxf1 5. b4 e3 6. a4 5-> 0.11 0.41 1. ... Rf1 2. Qd8+ Kh7 3. Qd3+ e4 4. Qxf1 Qxf1 5. b4 e3 6. a4 6 0.13 0.41 1. ... Rf1 2. Qd8+ Kh7 3. Qd3+ e4 4. Qxf1 Qxf1 5. b4 e3 6. a4 6-> 0.14 0.41 1. ... Rf1 2. Qd8+ Kh7 3. Qd3+ e4 4. Qxf1 Qxf1 5. b4 e3 6. a4 7 0.14 ++ 1. ... Rf1!! 7-> 0.16 0.80 1. ... Rf1 2. Qd8+ Kh7 3. Qd3+ e4 4. Qxf1 Qxf1 5. b4 e3 6. a4 8 0.17 ++ 1. ... Rf1!! (2) 8-> 0.21 1.19 1. ... Rf1 2. Qd8+ Kh7 3. Qd3+ e4 4. Qxf1 Qxf1 5. b4 e3 6. a4 9 0.21 -- 1. ... Rf1 9 1.08 ++ 1. ... Rf1!! 9 1.81 3.52 1. ... Rf1 2. Qd8+ Kh7 3. Qd3+ e4 4. Qxf1 Qxf1 5. a4 e3 6. b4 e2 7. Bb2 Qxa1 8. Bxa1 e1=Q 9-> 1.83 3.52 1. ... Rf1 2. Qd8+ Kh7 3. Qd3+ e4 4. Qxf1 Qxf1 5. a4 e3 6. b4 e2 7. Bb2 Qxa1 8. Bxa1 e1=Q 10 2.02 3.57 1. ... Rf1 2. Qd8+ Kh7 3. Qd3+ e4 4. Qxf1 Qxf1 5. b4 e3 6. Bb2 e2 7. b5 Qxa1 8. Bxa1 e1=Q 10-> 2.06 3.57 1. ... Rf1 2. Qd8+ Kh7 3. Qd3+ e4 4. Qxf1 Qxf1 5. b4 e3 6. Bb2 e2 7. b5 Qxa1 8. Bxa1 e1=Q 11 2.44 3.29 1. ... Rf1 2. Qd8+ Kh7 3. Qd3+ e4 4. Qxf1 Qxf1 5. b4 e3 6. Bb2 e2 7. b5 Qf4+ 8. Kh1 Qd2 9. Bxg7 Kxg7 11-> 2.56 3.29 1. ... Rf1 2. Qd8+ Kh7 3. Qd3+ e4 4. Qxf1 Qxf1 5. b4 e3 6. Bb2 e2 7. b5 Qf4+ 8. Kh1 Qd2 9. Bxg7 Kxg7 12 2.85 ++ 1. ... Rf1!! 12 17.24 4.04 1. ... Rf1 2. Qd8+ Kh7 3. Qd3+ e4 4. Qxf1 Qxf1 5. b4 e3 6. Bb2 e2 7. a3 Qf4+ 8. Kh1 Qd2 9. Bd4 Qxd4 10. Re1 12-> 17.50 4.04 1. ... Rf1 2. Qd8+ Kh7 3. Qd3+ e4 4. Qxf1 Qxf1 5. b4 e3 6. Bb2 e2 7. a3 Qf4+ 8. Kh1 Qd2 9. Bd4 Qxd4 10. Re1 13 19.74 3.98 1. ... Rf1 2. Qd8+ Kh7 3. Qd3+ e4 4. Qxf1 Qxf1 5. a3 e3 6. Bxe3 Qxa1 7. Bd4 Qc1 8. Bc3 Qf4+ 9. Kh1 Kg6 10. b4 13-> 20.19 3.98 1. ... Rf1 2. Qd8+ Kh7 3. Qd3+ e4 4. Qxf1 Qxf1 5. a3 e3 6. Bxe3 Qxa1 7. Bd4 Qc1 8. Bc3 Qf4+ 9. Kh1 Kg6 10. b4 14 24.89 3.78 1. ... Rf1 2. Qd8+ Kh7 3. Qd3+ e4 4. Qxf1 Qxf1 5. a3 e3 6. Bxe3 Qxa1 7. Bd4 Qc1 8. Be5 Qe3 9. Bg3 Kg6 10. a4 14-> 25.53 3.78 1. ... Rf1 2. Qd8+ Kh7 3. Qd3+ e4 4. Qxf1 Qxf1 5. a3 e3 6. Bxe3 Qxa1 7. Bd4 Qc1 8. Be5 Qe3 9. Bg3 Kg6 10. a4 Black(0): ? time=34.41 cpu=199% mat=-4 n=46304K fh=96% nps=1345K ext-> checks=4706810 recaps=135233 pawns=14978 ext-> 1rep=369980 thrt:54945 pawn sac=0 predicted=0 nodes=46304432 evals=0 endgame tablebase-> probes done=0 successful=0 SMP-> split=1304 stop=129 data=10/64 cpu=1:08 elap=34.41 Black(1): Rf1
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