Additional info:

Also,  I changed the "late move reduction" algorithm to make it more
"correct."   Here is exactly what I do:

    1.  At any node - I first must try 3 moves before considering
anything else.
    2.  Additionally,  I try captures even if I've already tried 3 moves.
    3.  Otherwise, I reduce the depth 2 ply.
    4.  If 2 ply search returns a score > alpha,  I re-search to full depth.
    5.  If a reduction produces a 0 ply search or less,  I simply call
the evaluation function.

I reduce 2 ply to deal with the parity problem.   However there is still
a parity issue in some cases when the reduction parity doesn't match the
re-search parity - so this may not be my final formula.   I generally
test everything I try so I usually don't get answers for at least a day
or two.

- Don



Don Dailey wrote:
>
>> DF: how many ply is your usual search?  I'm getting 3 to 6 ply in the main
>> search, but the quiescence search often adds another 3 to 8 ply.  The Q
>> search has almost all the nodes.
>>
>> Right now I use weak patterns to "veto" moves from the tree.    If a
>> move is below a given rating I don't even try it if I am on the last 4
>> ply of the search
>>
>>   
> I want to clarify this.    FooBar is currently doing fixed 3 ply
> search and not looking at the time clock on CGOS time-controls.   
> BUT,  this is for 9x9 games.     It occurred to me that you might be
> talking about 19x19 games which I haven't tested.  
>
> I don't currently use any form of quies because my evaluation function
> consists of N play-outs, where N might be around 100 - 200 play-outs
> or so.     It might still be useful to have a layer that deal with
> difficult to resolve situations but with play-outs you don't need
> quiescence the same way you would with a static evaluation function
> that is relatively naive about tactics such as a chess style
> evaluation function. 
>
> Sometimes FooBar has 2 or more minutes left at the end of a totally
> played out game doing fixed 3 ply searches.  A lot of the time is
> taken up by just 3 or 4 early moves and most of the 3 ply searches
> return very quickly - so FooBar would be doing a fair number of 4 ply
> searches in the middle game if I had time-control.    I'll fix this
> soon, hopefully it will give a nice improvement - I hope to get about
> 50 ELO or more for this.   To get even time management I may have to
> sacrifice 2 or 3 of the 3 ply searches to get a  more 4 ply searches. 
>
> I can do 5 ply searches in about 85 seconds per move on average - it
> varied from about 40 seconds to 200.  I did this estimate with 10
> middlegame positions.   The branching factor seems to be about 3.5 per
> iteration.    I'm going to test this to 7 ply later.
>
> *DEPTH   TIME     BF
> -----  -----  -----
>     2    2.2      -
>     3    7.9    3.6
>     4   24.3    3.1
>     5   84.7    3.5
>
> *
>
>
>
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