Author: Steffen Jakob
Date: 09:11:59 08/10/98
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Hi Ed! On August 10, 1998 at 07:59:15, Ed Schröder wrote: >>I would like to tell you something about an idea which I had this >>weekend. I talked a bit about it with Bruce at ICC and he said that it >>might already be a known idea. I would appreciate some feedback. > >>Some time ago someone (KK?) posted statistics about the first moves of >>white. This seemed rather useless for me. More interesting would be >>the the likelihood of _any_ move played in a won game by a strong >>player. This information e.g. could be used for a trivial move >>ordering. My plan is to do the following: > >>1. Use a precalculated list of all possible moves for the move >> generator in your chess engine. >>2. Add a counter to the move structure >>3. scan a large database with only high quality games and >> increment the counter for each game where the winner made this >> move. > >You will find the idea in Rebel10. It will be an option as I don't know >if it makes the program stronger or weaker. The idea goes further in >respect that results found in the database are subject to the Rebel score. Could please tell us a bit more about this option? Do you consider any moves of the database or only moves in "similar" positions? There are two extremes: (1) consider moves of any position (2) consider moves of exact the same position Disadvantage of (1) is that most moves which lead to a bonus or penalty dont have anything to do with the current position of the game. Disadvantage of (2) is obvious. Between (1) and (2) there can be done a lot. Some ideas: - count moves of positions with the same pawn structure - count moves of positions with the same material - count moves of positions which match a certain (maybe CHE-like) pattern - count moves of positions where the same number of moves were made >For every move found in the database Rebel will give a flexible bonus or >penalty based on the percentage and average ELO found in the database. > >In this way it is the database who will guide Rebel which move to play. >Blunders are automatically filtered because the search will decide after >all. Do you use the bonus/penalty also for the move ordering? :-) >>The counter could be used to perform a very simple but also cheap move >>ordering or even for the evaluation itself. This idea could be improved >>if you don't store only a counter but a set of (pawnstruct, counter) >>pairs. Greetings, Steffen.
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