PVS and transposition tables

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CheckersGuy
Posts: 273
Joined: Wed Aug 24, 2016 9:49 pm

PVS and transposition tables

Post by CheckersGuy »

Hello Guys,
I am trying to implement principal Variation Search with transposition tables.
However, I am wondering whether I should store exact values when I am doing a null-window-Search. Seems a little odd to do so.
Additionally, I dont know whether my implementation of collecting the PV is correct. I wouldn't mind if you spot any mistakes.

Here is my current implementation I have been working on. (Some of the parameters are not used because I am still experimenting with some of t things)

Code: Select all

public int principalVariation(Board board, int depth,int ply, int alpha, int beta,int[]currentLine,boolean inPVLine,long endingTime){
    if&#40;board.isTerminalState&#40;) || depth<=0 ||&#40;System.currentTimeMillis&#40;)-endingTime>=0&#41;)
        return board.color*GameEvaluation.evaluate&#40;board&#41;;

    int alphaOrig =alpha;
    Transposition entry =table.find&#40;board.key&#41;;
    if &#40;entry != null && entry.depth>= depth&#41; &#123;
        if &#40;entry.flag == Transposition.EXACT&#41;
            return entry.value;
        else if &#40;entry.flag == Transposition.LOWER&#41;
            alpha = Math.max&#40;alpha, entry.value&#41;;
        else if &#40;entry.flag == Transposition.UPPER&#41;
            beta = Math.min&#40;beta, entry.value&#41;;
        if &#40;alpha >= beta&#41; &#123;
            return entry.value;
        &#125;
    &#125;
    
    ArrayList<Integer>sucessors= MGenerator.getSucessors&#40;board&#41;;
    final int size =sucessors.size&#40;);
   
    int&#91;&#93;localPV = new int&#91;depth&#93;;
    int bestValue=-10000000;
    if&#40;sucessors.size&#40;)>=1&#41;&#123;
        board.makeMove&#40;sucessors.get&#40;0&#41;);
        bestValue =-principalVariation&#40;board,depth-1,ply+1,-beta,-alpha,localPV,inPVLine,endingTime&#41;;
        board.undoMove&#40;sucessors.get&#40;0&#41;);
        if&#40;bestValue>alpha&#41;&#123;
            if&#40;bestValue>=beta&#41; &#123;
                history&#91;sideToMove&#93;&#91;sucessors.get&#40;0&#41;&#93;+=depth*depth;
                return bestValue;
            &#125;
            alpha=bestValue;
            currentLine&#91;0&#93;=sucessors.get&#40;0&#41;;
            for&#40;int i=1;i<depth;i++)&#123;
                currentLine&#91;i&#93;=localPV&#91;i-1&#93;;
            &#125;
        &#125;
    &#125;
    for&#40;int i=1;i<size;i++)&#123;
        board.makeMove&#40;sucessors.get&#40;i&#41;);
        int score =-principalVariation&#40;board,depth-1,ply+1,-alpha-1,-alpha,localPV,false,endingTime&#41;;
        if&#40;score>alpha && score<beta&#41;&#123;
            score =-principalVariation&#40;board,depth-1,ply+1,-beta,-alpha,localPV,false,endingTime&#41;;
            if&#40;score>alpha&#41;&#123;
                alpha=score;
            &#125;
        &#125;
        board.undoMove&#40;sucessors.get&#40;i&#41;);
        if&#40;score>bestValue&#41;&#123;
            bestValue=score;
            if&#40;score>=beta&#41;&#123;
                break;
            &#125;
            currentLine&#91;0&#93;=sucessors.get&#40;i&#41;;
            for&#40;int p=1;p<depth;p++)&#123;
                currentLine&#91;p&#93;=localPV&#91;p-1&#93;;
            &#125;
        &#125;
    &#125;
    Transposition trans = new Transposition&#40;);
    trans.value =bestValue;
    if &#40;bestValue <= alphaOrig&#41; &#123;
        trans.flag=Transposition.UPPER;
    &#125; else if &#40;bestValue >= beta&#41; &#123;
        trans.flag =Transposition.LOWER;
    &#125; else &#123;
        trans.flag=Transposition.EXACT;
    &#125;
    trans.depth=depth;
    trans.key=board.key;
    table.insert&#40;trans&#41;;
    return bestValue;
&#125;
User avatar
hgm
Posts: 27792
Joined: Fri Mar 10, 2006 10:06 am
Location: Amsterdam
Full name: H G Muller

Re: PVS and transposition tables

Post by hgm »

What your doing seems OK. Note that you are not doing a null-window search if beta > alphaOrig + 1, as you searched the best move with open window. The fail low of the other moves versus the null window would also have been a fail low against an open window, as you aspirated beta, and left alpha untouched.

If beta = alphaOrig+1 you could never get a score in between, so thescore wouldnever be EXACT.
bob
Posts: 20943
Joined: Mon Feb 27, 2006 7:30 pm
Location: Birmingham, AL

Re: PVS and transposition tables

Post by bob »

CheckersGuy wrote:Hello Guys,
I am trying to implement principal Variation Search with transposition tables.
However, I am wondering whether I should store exact values when I am doing a null-window-Search. Seems a little odd to do so.
Additionally, I dont know whether my implementation of collecting the PV is correct. I wouldn't mind if you spot any mistakes.

Here is my current implementation I have been working on. (Some of the parameters are not used because I am still experimenting with some of t things)

Code: Select all

public int principalVariation&#40;Board board, int depth,int ply, int alpha, int beta,int&#91;&#93;currentLine,boolean inPVLine,long endingTime&#41;&#123;
    if&#40;board.isTerminalState&#40;) || depth<=0 ||&#40;System.currentTimeMillis&#40;)-endingTime>=0&#41;)
        return board.color*GameEvaluation.evaluate&#40;board&#41;;

    int alphaOrig =alpha;
    Transposition entry =table.find&#40;board.key&#41;;
    if &#40;entry != null && entry.depth>= depth&#41; &#123;
        if &#40;entry.flag == Transposition.EXACT&#41;
            return entry.value;
        else if &#40;entry.flag == Transposition.LOWER&#41;
            alpha = Math.max&#40;alpha, entry.value&#41;;
        else if &#40;entry.flag == Transposition.UPPER&#41;
            beta = Math.min&#40;beta, entry.value&#41;;
        if &#40;alpha >= beta&#41; &#123;
            return entry.value;
        &#125;
    &#125;
    
    ArrayList<Integer>sucessors= MGenerator.getSucessors&#40;board&#41;;
    final int size =sucessors.size&#40;);
   
    int&#91;&#93;localPV = new int&#91;depth&#93;;
    int bestValue=-10000000;
    if&#40;sucessors.size&#40;)>=1&#41;&#123;
        board.makeMove&#40;sucessors.get&#40;0&#41;);
        bestValue =-principalVariation&#40;board,depth-1,ply+1,-beta,-alpha,localPV,inPVLine,endingTime&#41;;
        board.undoMove&#40;sucessors.get&#40;0&#41;);
        if&#40;bestValue>alpha&#41;&#123;
            if&#40;bestValue>=beta&#41; &#123;
                history&#91;sideToMove&#93;&#91;sucessors.get&#40;0&#41;&#93;+=depth*depth;
                return bestValue;
            &#125;
            alpha=bestValue;
            currentLine&#91;0&#93;=sucessors.get&#40;0&#41;;
            for&#40;int i=1;i<depth;i++)&#123;
                currentLine&#91;i&#93;=localPV&#91;i-1&#93;;
            &#125;
        &#125;
    &#125;
    for&#40;int i=1;i<size;i++)&#123;
        board.makeMove&#40;sucessors.get&#40;i&#41;);
        int score =-principalVariation&#40;board,depth-1,ply+1,-alpha-1,-alpha,localPV,false,endingTime&#41;;
        if&#40;score>alpha && score<beta&#41;&#123;
            score =-principalVariation&#40;board,depth-1,ply+1,-beta,-alpha,localPV,false,endingTime&#41;;
            if&#40;score>alpha&#41;&#123;
                alpha=score;
            &#125;
        &#125;
        board.undoMove&#40;sucessors.get&#40;i&#41;);
        if&#40;score>bestValue&#41;&#123;
            bestValue=score;
            if&#40;score>=beta&#41;&#123;
                break;
            &#125;
            currentLine&#91;0&#93;=sucessors.get&#40;i&#41;;
            for&#40;int p=1;p<depth;p++)&#123;
                currentLine&#91;p&#93;=localPV&#91;p-1&#93;;
            &#125;
        &#125;
    &#125;
    Transposition trans = new Transposition&#40;);
    trans.value =bestValue;
    if &#40;bestValue <= alphaOrig&#41; &#123;
        trans.flag=Transposition.UPPER;
    &#125; else if &#40;bestValue >= beta&#41; &#123;
        trans.flag =Transposition.LOWER;
    &#125; else &#123;
        trans.flag=Transposition.EXACT;
    &#125;
    trans.depth=depth;
    trans.key=board.key;
    table.insert&#40;trans&#41;;
    return bestValue;
&#125;
How can you? You don't have an exact score to score if the score is either Alpha or Beta, and it can't be anything else since there is nothing between those on a null-window search.