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RE: [computer-go] Scalability Odd-Even Effect
Quiescence search is really important in go. many Faces spends almost all
of its full board search in quiescence.
David
> -----Original Message-----
> From: computer-go-bounces@xxxxxxxxxxxxxxxxx
> [mailto:computer-go-bounces@xxxxxxxxxxxxxxxxx] On Behalf Of chrilly
> Sent: Tuesday, January 18, 2005 7:48 AM
> To: computer-go
> Subject: Re: [computer-go] Scalability Odd-Even Effect
>
>
> With my evaluation function there was a strong effect of
> odd/even search depth. With odd depth the program would play
> unreasonable moves (because it could always play some
> unreasonable attack as the last move).
>
> Interesting. With a quiesence search it is the other way
> round. Usually the moves at odd depths are more reasonable.
> At least when the search is not too deep and the search tree
> is relatively balanced. At very deep searches (e.g. Hydra
> searches typically to depth 17-18) the effect disappears.
> There are many extensions and selective pruning and the end
> of the line is in many case not at the nominal search-depth.
>
> I think that finding reasonable and efficient quiesence rules
> is a very critical topic for using a chess-like search in Go.
> In Chess it is relative trivial. But the chess programm Bebe
> had no quiesence at all. Bebe searched in 2 ply steps. I
> experimented also in Hydra to skip the quiescence search. It
> does not work too badly. The evaluation is relative
> sophisticated and the search was surprisingly stable. But it
> was less efficient than with a quiescence. Typically the
> search with quiescence recogized tactical wins/losses 1-2
> Plies earlier. The overhead for the quiesence is typical a
> factor of 2. 1-2 Plies additional lookahead is worth appr. a factor 5.
>
> The stability of the search is probably also related with the
> deep search. Forcing lines are even extended further and a
> lot of tactical instabilities are therefore already resolved
> within the search tree.
>
> Chrilly
>
>
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