diep wrote:plattyaj wrote:diep wrote:
the proof is easy that bad moves search deeper with LMR.
I select in an upperbound node the queen giving away move.
Where i can capture a piece i select the move not taking it.
I'm gonna get 50 plies you know...
It won't be better elowise maybe, but sure it searches DEEPER.
Anyone not understanding that didn't program a chessprogram.
Oh wait - you didn't - you just improved TSCP a tad...
Didn't you do your PHD in statistics by the way, why aren't you commenting at any statistics thread here?
I don't understand. If I search bad moves first, I have to search all of them (until I get to the point where my LMR kicks in). So that means that my search tree is a lot wider. But it also means I won't be able to search so deep because I'll run out of time. What am I missing?
LMR is NOT reducing the first moves, usually first 3. And it's reducing the remainder of the list.
So if we select a horrible move first in an upperbound node, then nullmove will reduce deeper in the tree that searchspace bigtime and the tactical moves that can create trouble that we can try in this position P we reduce an additional ply.
Yes, that is correct. LMR can reduce a critical move that will cause you to miss something important tactically.
One of the leading causes of death in the USA is traffic accidents. Walking is safer, but driving by automobile is much faster and you can go much farther. But if you get into an accident you will not get there at all. We still take automobiles because we can get to places we could not reasonable go without them.
LMR is like taking the automobile. You might get into an accident and miss a critical line but most of the time you will get to places where you could not go - you will see things you could NEVER reasonably expect to see without LMR.
It's not uncommon to find positions where Komodo takes 2 or 3 extra ply with LMR and STILL finds it faster than it would without LMR. So why would I ever want to go back to a program which drops several ply and takes several times longer to find almost every tactic?
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Most engines already reduce them nowadays 2 plies or so (on top of the normal reduction of 1 ply).
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Komodo reduces progressively, several types of moves are not reduced at all, several are reduced 1 ply and then the ones that appear to be weaker are reduced more. We don't stupidly reduce without reason. Also, we have heuristics in komodo which will alter the reduction schedule, where a move that might normally get reduced 2 ply will only get reduced 1 ply for example. We are very careful to try not to reduce an important move too much.
Reducing a move is not quite the same as forward pruning it either. Just because a move is reduced doesn't mean it won't be re-searched. Human players play very much the same way - they will superficially look at a move and if it seems interesting they will look at it more carefully. I don't see any reason why a program should not do the same.
So mathematical it's very easy to prove selecting the first moves, say 3 moves we don't reduce, to select the most horrible moves there. Of c ourse that's not captures.
Just put your queen back on a square opponent can capture it.
Vincent
Capital punishment would be more effective as a preventive measure if it were administered prior to the crime.