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Subject: Re: Distance-to-mate vs Best-move tables

Author: Ratko V Tomic

Date: 06:24:03 10/23/01

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>>distance-to-mate is implicit in the best-move table, it just
>>takes a bit of calculation
>
>That was my point.  A normal EGTB hit is the end of the work.  This
>will require another 100 EGTB reads if it is a mate in 50.  That
>would absolutely crush performance and weaken the program to the point
>it would be far stronger without the EGTB's that have to be used like that.
>

After you follow through with these 100 reads you have computed
automatically the 100 distance-to-mate values, not just the one
which is the farthest from the mate. Since these are more relevant
for the game you're playing than general purpose distance-to-mate
values, one would keep the "wasted" 99 values in expanded form,
1 lookup away. They'll likely turn up in the searches shortly.

So, you're roughly getting one distance-to-mate value per one
lookup, except that lookups are batched up, you can't just
do one at a time. Considering the reduced memory paging effect
of batching up similar tasks, it may end up gaining not losing
the time (just as buying groceries for the rest of the week,
while you're there, saves you time & cost compared to buying
only what you need at the moment; it's the special case of
the economy of concentration of efforts/specialization).

Considering also that using the best-move you may be able to
fit couple times more table information on any given disk
or RAM size you have available, it is less than obvious that
distance-to-mate has any advantage at all (and it may well be
worse) regarding the net playing strength.




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