I'm adding TT to my negascout function and I'm using zobrist keys. I have a question with regard to storing the score in the table. When storing the best move as well, is this always the best move that is updated in the root function?
Transposition table
#2 Members - Reputation: 5802
Posted 17 March 2013 - 08:38 AM
#3 Members - Reputation: 138
Posted 17 March 2013 - 08:56 AM
When there's a beta cut-off I save the entry as follows:
setTT(key, depth, a, TTEntry.BOUND_UPPER, moves.get(i));
Before I exit the function returning 'a', I save the entry as follows:
setTT(key, depth, a, TTEntry.BOUND_LOWER, null);
But shouldn't I store an actual move instead of null?
When I attempt to find a move at the beginning of the function, I do the following:
if (depth == maxDepth)
{
val = board.getScore();
setTT(key, depth, val, TTEntry.BOUND_EXACT, null);
return val;
}
Also, should the TT applied to the recursive function or also to the root?
#4 Members - Reputation: 5802
Posted 17 March 2013 - 02:09 PM
http://web.archive.org/web/20080315233307/http://www.seanet.com/~brucemo/topics/hashing.htm
The transposition table is for the recursive function only (and perhaps for quiescence search, if your program has it). I don't see any point in doing anything with the transposition table at the root.
#6 Members - Reputation: 5802
Posted 18 March 2013 - 07:17 AM
If you are programming chess, I would implement quiescence search immediately. The results of the search are almost meaningless without it.Ooopss I swapped them. I still don#t have quiescence search but I'm planning to add one soon... right after iterative deepening!!
#7 Members - Reputation: 138
Posted 18 March 2013 - 01:46 PM
No I'm working on the nine men morris game for now. I will use quiescence search to return just the moves that will form mills. I think that would be similar to to capture moves in chess.
Also, how can I test transposition tables to check that the code I added with regards to TT works fine?
#8 Members - Reputation: 5802
Posted 18 March 2013 - 02:00 PM
Oh, in that case it might help, but I don't think it will be as critical as in chess.No I'm working on the nine men morris game for now. I will use quiescence search to return just the moves that will form mills. I think that would be similar to to capture moves in chess.
That's a very tricky thing to test. I would implement iterative deepening right away. You should then observe the behavior where after searching up to depth D, repeating the search gets you to depth D almost instantly. If that doesn't happen, you are probably doing something wrong.Also, how can I test transposition tables to check that the code I added with regards to TT works fine?
You should pick a few positions and measure the number of nodes and the time it takes for the search to reach a particular depth. Although the speed in nodes per second will probably go down after implementing the transposition table, the time to reach a depth should go down.
Finally, you should play a match between your program with and without transposition tables. How many games to play is a tricky question, but I wouldn't do less than a thousand. They can be quite fast (for chess I use about 0.2 seconds per move). The important thing here is accumulating statistics. I would also observe the two programs playing at slower pace (say 10 seconds per move), so you can see what they are doing and notice if there's something broken.
I do what I described in the previous paragraph for almost every change to my program. If you don't do something like that, I don't think you can make meaningful progress.
Edited by Álvaro, 18 March 2013 - 03:11 PM.
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Posted 18 March 2013 - 03:34 PM
Also, how can I test transposition tables to check that the code I added with regards to TT works fine?
One thing I've done is to perform each search with TT on and TT off and then check that the same result is being returned. The TT shouldn't affect the result (only in extremely rare instances) compared to a normal search - it should only affect the speed.
#11 Members - Reputation: 5802
Posted 18 March 2013 - 04:24 PM
Unfortunately the result is affected much more often than "in extremely rare instances". Search instability is a well-known phenomenon in alpha-beta search, and transposition tables are responsible for quite a bit of it. In chess this is particularly easy to trigger in situations where draw by repetition or the 50-move rule are involved.
Also, how can I test transposition tables to check that the code I added with regards to TT works fine?
One thing I've done is to perform each search with TT on and TT off and then check that the same result is being returned. The TT shouldn't affect the result (only in extremely rare instances) compared to a normal search - it should only affect the speed.
http://chessprogramming.wikispaces.com/Search+Instability
Edited by Álvaro, 18 March 2013 - 04:24 PM.
#13 Members - Reputation: 5802
Posted 18 March 2013 - 08:10 PM
What happens when a position is repeated in nine men morris? Is the game a draw? If that's the case, there is the potential for trouble already.
#14 Members - Reputation: 138
Posted 18 March 2013 - 11:52 PM
When adding quiescence search with TT, should the code be similar to this when depth == maxdepth??
if (depth == maxDepth)
{
val = quiesce(board, alpha, beta);
setTT(key, depth, val, TTEntry.BOUND_EXACT, null);
return val;
}
Is it also necessary to save the move struct in the TT? Can it be used for something??
#15 Members - Reputation: 5802
Posted 19 March 2013 - 10:11 AM
Disclaimer: I have never obtained an improvement in my programs by using transposition tables in the quiescence search, so I don't use it.






