What's Your Engine's Maximum LMR Reduction?

Discussion of chess software programming and technical issues.

Moderator: Ras

Daniel Anulliero
Posts: 773
Joined: Fri Jan 04, 2013 4:55 pm
Location: Nice

Re: What's Your Engine's Maximum LMR Reduction?

Post by Daniel Anulliero »

bob wrote:BTW, one thing I can guarantee. You can NOT tune this stuff with 10s +0.1s type games. We've been tuning null-move parameters, and until you get to something decent (5m+5s or so) you won't get anything useful tuning-wise. Some things look bad (particularly in self-play), some things look break-even. But at decent time controls, some of this will actually start to work. But it takes a ton of testing time.
Yes much much time !
That's why I've tested at 10s+0.3...
Now I'm running a 5'+1s like hg tourney
Henk
Posts: 7251
Joined: Mon May 27, 2013 10:31 am

Re: What's Your Engine's Maximum LMR Reduction?

Post by Henk »

Daniel Anulliero wrote:
bob wrote:BTW, one thing I can guarantee. You can NOT tune this stuff with 10s +0.1s type games. We've been tuning null-move parameters, and until you get to something decent (5m+5s or so) you won't get anything useful tuning-wise. Some things look bad (particularly in self-play), some things look break-even. But at decent time controls, some of this will actually start to work. But it takes a ton of testing time.
Yes much much time !
That's why I've tested at 10s+0.3...
Now I'm running a 5'+1s like hg tourney
Ok say 10.000 games. That will be 100.000/(60 x 24) = 70 days. We just have too wait a few months.

But then you find an error in your code or worse in your test and you can start all over again.
bob
Posts: 20943
Joined: Mon Feb 27, 2006 7:30 pm
Location: Birmingham, AL

Re: What's Your Engine's Maximum LMR Reduction?

Post by bob »

Henk wrote:
Daniel Anulliero wrote:
bob wrote:BTW, one thing I can guarantee. You can NOT tune this stuff with 10s +0.1s type games. We've been tuning null-move parameters, and until you get to something decent (5m+5s or so) you won't get anything useful tuning-wise. Some things look bad (particularly in self-play), some things look break-even. But at decent time controls, some of this will actually start to work. But it takes a ton of testing time.
Yes much much time !
That's why I've tested at 10s+0.3...
Now I'm running a 5'+1s like hg tourney
Ok say 10.000 games. That will be 100.000/(60 x 24) = 70 days. We just have too wait a few months.

But then you find an error in your code or worse in your test and you can start all over again.
Or you can introduce significant regressions to longer time control games and not even know. That's far worse.
bob
Posts: 20943
Joined: Mon Feb 27, 2006 7:30 pm
Location: Birmingham, AL

Re: What's Your Engine's Maximum LMR Reduction?

Post by bob »

lucasart wrote:
brtzsnr wrote:
Reduction = 0.3 * e ^(0.112*legal_move)
Strange reduction formula. How did you come up with it?
dubious...

better concave than convex IMO.
That looks concave to my eye. Did you look at the graph?

It increases slowly as number of moves goes up, but the rate of increase climbs as you get way out there.
lucasart
Posts: 3243
Joined: Mon May 31, 2010 1:29 pm
Full name: lucasart

Re: What's Your Engine's Maximum LMR Reduction?

Post by lucasart »

Maybe in English "concave" means "convexe" in French then.

For me, convex means f''(x) >= 0. That's not what you want for LMR. You want a function where the growth rate decreases (f''(x) <= 0).
Theory and practice sometimes clash. And when that happens, theory loses. Every single time.
AlvaroBegue
Posts: 932
Joined: Tue Mar 09, 2010 3:46 pm
Location: New York
Full name: Álvaro Begué (RuyDos)

Re: What's Your Engine's Maximum LMR Reduction?

Post by AlvaroBegue »

lucasart wrote:Maybe in English "concave" means "convexe" in French then.

For me, convex means f''(x) >= 0. That's not what you want for LMR. You want a function where the growth rate decreases (f''(x) <= 0).
The convention seems to be the same in English: http://en.wikipedia.org/wiki/Convex_function
Daniel Anulliero
Posts: 773
Joined: Fri Jan 04, 2013 4:55 pm
Location: Nice

Re: What's Your Engine's Maximum LMR Reduction?

Post by Daniel Anulliero »

Henk wrote:
Daniel Anulliero wrote:
bob wrote:BTW, one thing I can guarantee. You can NOT tune this stuff with 10s +0.1s type games. We've been tuning null-move parameters, and until you get to something decent (5m+5s or so) you won't get anything useful tuning-wise. Some things look bad (particularly in self-play), some things look break-even. But at decent time controls, some of this will actually start to work. But it takes a ton of testing time.
Yes much much time !
That's why I've tested at 10s+0.3...
Now I'm running a 5'+1s like hg tourney
Ok say 10.000 games. That will be 100.000/(60 x 24) = 70 days. We just have too wait a few months.

But then you find an error in your code or worse in your test and you can start all over again.
I don't care to play 10000
I try to play 500-600 games , It's just a hobby , don't take it too seriously 😉
And for Mr Bob :
5 min +1 sec test running :
After (only) 25 games
The "hgm tourney " vs "bug fix " : 15-10
10" +0.2 seems too few
Henk
Posts: 7251
Joined: Mon May 27, 2013 10:31 am

Re: What's Your Engine's Maximum LMR Reduction?

Post by Henk »

Daniel Anulliero wrote:
Henk wrote:
Daniel Anulliero wrote:
bob wrote:BTW, one thing I can guarantee. You can NOT tune this stuff with 10s +0.1s type games. We've been tuning null-move parameters, and until you get to something decent (5m+5s or so) you won't get anything useful tuning-wise. Some things look bad (particularly in self-play), some things look break-even. But at decent time controls, some of this will actually start to work. But it takes a ton of testing time.
Yes much much time !
That's why I've tested at 10s+0.3...
Now I'm running a 5'+1s like hg tourney
Ok say 10.000 games. That will be 100.000/(60 x 24) = 70 days. We just have too wait a few months.

But then you find an error in your code or worse in your test and you can start all over again.
I don't care to play 10000
I try to play 500-600 games , It's just a hobby , don't take it too seriously 😉
And for Mr Bob :
5 min +1 sec test running :
After (only) 25 games
The "hgm tourney " vs "bug fix " : 15-10
10" +0.2 seems too few
Actually I meant one run is not enough for you don't know the right formula. So it will take a hopeless amount of time. Or stop if the result does not look too bad. At this moment I disabled LMR for my current move ordering is hopeless too and I even don't know right formula for null move reduction. Not to talk about a worthless killer moves implementation. So enough other things to do.

Better first be sure that other code works right before starting almost infinitely long tuning operations. How often I encountered that a test failed after running it all day long. Such a waste.
Daniel Anulliero
Posts: 773
Joined: Fri Jan 04, 2013 4:55 pm
Location: Nice

Re: What's Your Engine's Maximum LMR Reduction?

Post by Daniel Anulliero »

Henk wrote:
Daniel Anulliero wrote:
Henk wrote:
Daniel Anulliero wrote:
bob wrote:BTW, one thing I can guarantee. You can NOT tune this stuff with 10s +0.1s type games. We've been tuning null-move parameters, and until you get to something decent (5m+5s or so) you won't get anything useful tuning-wise. Some things look bad (particularly in self-play), some things look break-even. But at decent time controls, some of this will actually start to work. But it takes a ton of testing time.
Yes much much time !
That's why I've tested at 10s+0.3...
Now I'm running a 5'+1s like hg tourney
Ok say 10.000 games. That will be 100.000/(60 x 24) = 70 days. We just have too wait a few months.

But then you find an error in your code or worse in your test and you can start all over again.
I don't care to play 10000
I try to play 500-600 games , It's just a hobby , don't take it too seriously 😉
And for Mr Bob :
5 min +1 sec test running :
After (only) 25 games
The "hgm tourney " vs "bug fix " : 15-10
10" +0.2 seems too few
Actually I meant one run is not enough for you don't know the right formula. So it will take a hopeless amount of time. Or stop if the result does not look too bad. At this moment I disabled LMR for my current move ordering is hopeless too and I even don't know right formula for null move reduction. Not to talk about a worthless killer moves implementation. So enough other things to do.

Better first be sure that other code works right before starting almost infinitely long tuning operations. How often I encountered that a test failed after running it all day long. Such a waste.
Hey ! You forgot possibles bugs in hashtables too!
Sûre there are lots of dificult things to tune in chess programming but now we're a lot off topic..😉
lkaufman
Posts: 6284
Joined: Sun Jan 10, 2010 6:15 am
Location: Maryland USA
Full name: Larry Kaufman

Re: What's Your Engine's Maximum LMR Reduction?

Post by lkaufman »

bob wrote:BTW, one thing I can guarantee. You can NOT tune this stuff with 10s +0.1s type games. We've been tuning null-move parameters, and until you get to something decent (5m+5s or so) you won't get anything useful tuning-wise. Some things look bad (particularly in self-play), some things look break-even. But at decent time controls, some of this will actually start to work. But it takes a ton of testing time.
Have you found that LMR reductions should be more at five minutes than at ten seconds, or less, or is there no pattern? Also, have you found that LMR reductions should be more against a gauntlet than in self-play, less, or no pattern? Same questions for null-move reductions? Finally, what is the evidence for your above statement? After all, Stockfish never tests anything at longer than one minute plus 0.05 seconds, and it's not such a weak program.
Thanks in advance for your comments.
Komodo rules!