Early results show a significant Elo gain/loss (gain with easy, loss without). Crafty 23.6 is current. 23.6R02 is identical except for easy_move being disabled. So far:bob wrote:It works, and always has. If you notice, an "easy move" generally goes deeper anyway, because the one move is the only real choice.CRoberson wrote:Does it really work?
I mean if you don't quick exit on the "easy" move, it seems you
increase the probability of a ponder hit on the next move. If you make
the "easy" move, you reduce the ponder hit chances on the next move,
so it balances out. Or does it?
Making the "easy" move has risks:
1) I think it is likely to cut the chances of a ponder hit on next move
2) Sometimes the obvious move isn't so when given enough search time.
Who has data on this?
There are generally "hints" about an easy move that can let you know that you ought to search it normally. For example, ANY fail-low during the search of the move ought to instantly terminate "easy mode" and force a normal search. You could probably (I don't any longer) look at the node counts for the ply-1 moves and if one (or more) is slowly creeping upward faster than the rest, that might serve notice. My easy move code is pretty restrictive.
If the first move is significantly better than the second and beyond, which in Crafty is 2.0 pawns, then I can trigger "easy move" in one of two ways:
(1) recapture, which means to capture the piece moved by the opponent on his last move; or
(2) the score for the first move is NOT winning material (but it is still +2 better than the second). Which is the case where (say) you have a piece attacked, it is not sufficiently defended, and you only have one move that saves it.
That has worked well for me for years. I might try a cluster test with it turned off to see what it is worth. I'll report on this maybe tonight. Will start the test shortly, just so there is a number to discuss...
test is running now...
Code: Select all
Crafty-23.6-1 2652 4 4 30000 62% 2557 25%
Crafty-23.6R02 2636 15 15 1540 60% 2556 26%