Author: scott farrell
Date: 06:09:21 12/04/02
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On December 03, 2002 at 15:51:53, Dezhi Zhao wrote: >On December 03, 2002 at 04:26:50, scott farrell wrote: > >>I choose to start the story now ... >> >>A few months ago I added code to show "mate in 4" rather than just mate. It uses >>mate-depthTree in order to document the mate depth. >> >>This helped alot in actually mating opponents, as it can choose the shortest >>route to mate. rather than as it was just doing lots of checks, that all lead to >>mate, and randomly actually mating the opponent. >> >>This worked well, EXCEPT, in deep checking lines, it actually fails slower, as >>it tries to look for a better mate. So it actually blew nodes out somewhat on >>some test positions. >> >>I still go a few more plies during iterative deepening to try to find shorter >>mates - due to null move and pruning etc. But these searches seem to be slow >>also. >> >>I recently added a nice piece of code: >> >>if (alpha>INFINITY/2){ >> matein= INFINTY-alpha; //or whatever you use to calc mate depth in plies >> if (depthTree>matein) >> return alpha; >>} >> >>Do others think this is valid? fail low if you are already too deep, and just >>fail low. >> >>It sure verifies the mates about 1000 times faster. > >This does cause some problems. You could notice the problem of producing longer >than necessary mate sequence if you test more positions. >Worse than that, sometimes your modification may cost much more nodes in some >positions. Your trick sounds logical at first sight. However, you must take >transposition into account, which makes the seemingly futile search productive >instead sometimes. I realized this when I played with such idea 2 or 3 years >ago. mmmm ... good thinking .... transpositions ..... if you disregard my pruning, is INIFINITY-depth accurate when you take into account transpositions? I think not, as the same position, may be achieved through a shorter or longer route. Do you have a solution to this? Scott
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