Author: Anthony Cozzie
Date: 17:06:17 01/14/04
Go up one level in this thread
On January 14, 2004 at 19:08:10, Uri Blass wrote: >On January 14, 2004 at 18:25:34, Tord Romstad wrote: > >>On January 14, 2004 at 16:56:20, Anthony Cozzie wrote: >> >>>On January 14, 2004 at 16:26:42, Ed Trice wrote: >>> >>>> >>>>> >>>>>Have you considered trying MTD(f) instead of PVS? I am not sure it is any more >>>>>efficient in practice, but it is easier to code, and has the additional benefit >>>>>of making you feel different, original, interesting, intelligent, handsome and >>>>>attractive. >>>>> >>>> >>>>Well Aske Plaat would love to hear that :) >>>> >>>>But doesn't MTD(f) trigger a great deal of researches? I remember trying that >>>>once and it bloated the tree. >>> >>>---- opinion mode on ---- >>> >>>MTD(f) has two big problems. >>> >>>1, you ponder the wrong move occasionally because your PVs are less accurate. >>>If you are pondering the wrong move 20% of the time that is equivalent to a 10% >>>time loss. >> >>This is not a *big* problem by any stretch of the imagination. It does indeed >>happen >>that the last few moves of the PV are wrong or missing, but I have *never* seen >>as obviously wrong move as the second move of the PV. This does of course not >>mean that it never happens, but it is clearly very rare. >> >>On the other hand, it *does* happen that the PV contains only one move, and >>there >>is no move to ponder at all. This happens maybe once every 5 or 10 games, but >>usually when the game is already won or lost. >> >>>2, MTD(f) is at its worst when the score is dropping. A fail high in MTD(F) is >>>much faster than a fail low (1 child node vs all child nodes). >> >>This is true. The average branching factor is clearly lower when the initial >>direction >>of the search is downward. >> >>>Unfortunately, >>>this is when you need your search the most: you are in trouble, and you need to >>>make exact moves to win/draw (you might already be lost, but thats just the way >>>it goes). >> >>Most of us extend the thinking time in such situations, and try to avoid making >>a >>move before the search fails high. >> >>By the way, there are a few things you could try to solve the problem you >>describe, >>although I haven't yet tried them. The main idea is to give up quickly if the >>search >>appers to fail low. The easiest thing to do is to just abort the search if the >>first move >>at the root fails low, and immediately start a new search with a lower search >>bound. >> >>It is certainly possible to find refinements to this idea, but as I said I >>haven't experimented >>with it yet. >> >>>I remember some Zappa-Gothmog games where Gothmog had been searching >>>8 ply, got in a tight spot, made a 6 ply search, played a huge blunder, and went >>>from -1 to -5 the next move. >> >>It is quite common that the search depth reached varies a lot from move to move >>in Gothmog (a difference of 3 or 4 plies is not unusual), but usually this is >>due to >>DFP rather than MTD(f). A sudden dramatic drop in search depth usually means >>that most of the DFP is disabled for some reason. >> >>And in general, if you want to knock MTD(f), you really need to base your >>conclusions on >>something more substantial than games against Gothmog, which undeniably is the >>slowest, weakest and most buggy MTD(f) engine known to man. > >I do not believe it. > >PostModernist also use MTD and I think that Gothmog is stronger than >PostModernist. > >I did not test Gothmog and my impression is based on results that I read that >suggest that Gothmog is at the same level of engines like Ktulu. > >Uri This is all part of Tord's secret plan to take over the world. The real reason Gothmog is slow is that the first line in his Search() function is: for(i = 0; i < 1000000; i++) ; He plans to lull us into a false sense of security and then surprise everyone at Tel Aviv. Either that or he's been spending too much time around Matthias . . . anthony
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