Ill note that after making the return value changes to Ethereal, I tried making them to SF
http://tests.stockfishchess.org/tests/v ... 0d945d57bb
Did quite poorly. I imagine it has to do with the fact that SF is probably very accurate in what it prunes from the search tree -- Ethereal not so much.
One additional question -- When you set your flag to skip TT pruning when doing the depth-1 search, do you also skip all other early pruning?
Transposition table based pruning idea
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Re: Transposition table based pruning idea
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Re: Transposition table based pruning idea
Thanks for that info. I'm running the test now.AndrewGrant wrote:Ill note that after making the return value changes to Ethereal, I tried making them to SF
http://tests.stockfishchess.org/tests/v ... 0d945d57bb
Did quite poorly. I imagine it has to do with the fact that SF is probably very accurate in what it prunes from the search tree -- Ethereal not so much.
One additional question -- When you set your flag to skip TT pruning when doing the depth-1 search, do you also skip all other early pruning?
No, I don't skip all other early pruning. That is something else that could be tested I suppose.
It never ceases to amaze me how some things work well in one engine but fail clearly in others, despite mostly using similar algorithms.
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Re: Transposition table based pruning idea
Too early to say anything definitive here, but this change has certainly started well 35-28-37 (+24) ... at the moment, will run to 8000 games.AndrewGrant wrote:Ill note that after making the return value changes to Ethereal, I tried making them to SF
http://tests.stockfishchess.org/tests/v ... 0d945d57bb
Also I wonder if even in Stockfish perhaps it could be worth trying each return value individually rather than all together. Perhaps, for example, it's safe to return the "accurate" values from a null move search but not the static eval in beta /static null pruning or the quiescent value in razoring.
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Re: Transposition table based pruning idea
I plan on submitting each of those individually when the framework is low on tests again.
Maintainers may not like it however, as it creates a sort of 'inconsistency' with the alpha beta logic.
Maintainers may not like it however, as it creates a sort of 'inconsistency' with the alpha beta logic.
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Re: Transposition table based pruning idea
I was not able to find any success after a couple dozen attempts.
Individual return value changes failed in Stockfish testing as well.
How did the rest of those 8,000 games playout?
Individual return value changes failed in Stockfish testing as well.
How did the rest of those 8,000 games playout?
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Re: Transposition table based pruning idea
Unfortunately returning alpha/beta also failed here as well, -3 Elo after 8000 games. I haven't tried individually.AndrewGrant wrote:I was not able to find any success after a couple dozen attempts.
Individual return value changes failed in Stockfish testing as well.
How did the rest of those 8,000 games playout?
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Re: Transposition table based pruning idea
Don (may I call you Don?),
could you do me a favor?
Could you please count both cases?
1 - trans_value >= beta + margin
2 - trans_value <= alpha - margin
I think case 1 is what occurs the most.
Case 2 is rare.
This is what happens in my case.
Jus trying to figure out all properties and/or if there is some bug in my engine.
thanks,
Alvaro
could you do me a favor?
Could you please count both cases?
1 - trans_value >= beta + margin
2 - trans_value <= alpha - margin
I think case 1 is what occurs the most.
Case 2 is rare.
This is what happens in my case.
Jus trying to figure out all properties and/or if there is some bug in my engine.
thanks,
Alvaro
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Re: Transposition table based pruning idea
Here's a typical output after 5.5 billion nodes:
alpha cut =3,792,896
beta cut =54,403,072
alpha cut =3,792,896
beta cut =54,403,072