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Subject: Re: Fine 70 same 7 engines (more)

Author: Bruce Moreland

Date: 14:12:16 09/11/01

Go up one level in this thread


On September 11, 2001 at 15:04:28, Robert Hyatt wrote:

>On September 11, 2001 at 12:54:32, Bruce Moreland wrote:
>
>>On September 11, 2001 at 11:40:22, Rafael Andrist wrote:
>>
>>>On September 11, 2001 at 10:36:00, Robert Hyatt wrote:
>>>
>>>>On September 10, 2001 at 13:37:58, Rafael Andrist wrote:
>>>>
>>>>>On September 07, 2001 at 13:41:57, Robert Hyatt wrote:
>>>>>
>>>>>>I did this in Cray Blitz _many_ years ago (coordinated squares is the term I
>>>>>>hear used most often).  And I was amazed that it took longer to find the right
>>>>>>move.  After a mountain of debugging output, I discovered what I mentioned
>>>>>>previously...  "hash grafting" (the art of grafting parts of the tree from
>>>>>>one zone to another by using the hash table) was helping the dumber version,
>>>>>>but not the smarter one.
>>>>>>
>>>>>
>>>>>You mix some things together! Knowledge about opposition is only one of the
>>>>>tools you need to to construct a system of co-ordinated squares (german:
>>>>>Gegenfeldsystem). If you implement this correctly, you should find the correct
>>>>>move instantly i.e at ply 1 as my chess program Wilhelm does.
>>>>>
>>>>>Rafael B. Andrist
>>>>
>>>>
>>>>You find the right move instantly...  But you don't _know_ it is the right move
>>>>until the score jumps.  It _could_ just be a draw.  And in the case of Cray
>>>>Blitz, using coordinated squares, it took 25-26 plies to see the big score.
>>>>It saw the right move normally at around ply=18 with the +2.5 score.  With
>>>>the coordinated squares stuff, it got the Kb1 move instantly, but the score
>>>>didn't reach +2.5 until 7-8 plies longer than the simple version.
>>>>
>>>>That was the point.  The better the move ordering, the less "grafting" helps
>>>>a shallow search find a deep solution.
>>>
>>>I now by eval from ply 1 that i win a pawn. In Fine 70, White is already a pawn
>>>up, so I get instantly an evaluation around 2.
>>>
>>>Rafael B. Andrist
>>
>>Nobody has written an article on how to use coordinate squares in a chess
>>program.  If you write this up, I bet the ICCAJ would publish it.
>>
>>bruce
>
>
>What I did was pretty simple... and was very similar to what I do in pawn-only
>endings in Crafty.  IE detecting/maintaining opposition.  Note that I didn't
>keep this code in Cray Blitz.  It was just something that Harry or someone
>suggested that I try to see what I thought.  I ran into problems in that in
>some cases, staying on the right "square" is the grossly wrong plan, when you
>do that rather than centralizing.

I don't think that coordinate squares have anything to do with maintaining
opposition.

bruce




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