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R = a + depth / b
R = (a + depth * b) / 256
Given that CLOP minimises regret (y-axis), I think the fungibility of the x-axis [speaking in terms of 1 variable] should not play too deep of a role for the convergence rate, unless you are trying to get within epsilon of minimal regret and the necessary delta is too small. Looking at Figure 1 (page 5), if the x-values are highly discrete, then you reach the "all-noise" situation faster for the "bias" is indistinguishable in any case. OTOH, I'm not sure that minimising "convergence rate" is really what you want, you might rather want to be able to approach the minimal regret as closely as possible in a parameter space.
Perhaps what you want is the x-difference to be small enough so that a quadratic fit near the optimum is not too erroneous. Does your engine really work in 256ths of a ply? Else I would just go with a half-ply or whatever the nominal accounting of depth is.
Incidentally, I think game phase should be included in the formula (and that D/4 is too large in general, maybe OK near game end).
EDIT: Oh wait, you had "a+D/b" in one and "(a+D*b)/256" so in one case b in the denominator and in the other it is in the numerator? Let me rethink this then. The "real" answer is likely "try both and see" and maybe you should test also "R=round(a+b*D)" where a and b are floats. You should also probably be prepared for there to be a large "indifference region" in that a largish (a,b) region could lead to indistinguishable results (up to the testing statistical error).