Author: Uri Blass
Date: 17:34:14 09/06/02
Go up one level in this thread
On September 06, 2002 at 19:16:56, Tony Werten wrote: >On September 06, 2002 at 17:45:15, Uri Blass wrote: > >>On September 06, 2002 at 15:46:53, Tony Werten wrote: >> >>>On September 06, 2002 at 14:45:11, Dann Corbit wrote: >>> >>>>Did anyone notice his cutoff idea in the evaluation function? >>>> >>>>It seems to me to be a very good idea, and I don't know if others have tried it >>>>out. >>>> >>>>Basically, it consists of three modes with two early exits... >>>> >>>>1. If the material + structure score alone is dominant enough, it exits right >>>>away. >>>>2. Otherwise, it processes the piece list. If that score is dominant, it exits. >>>>3. Otherwise, it does a full board control scan for all 64 squares. >>>> >>>>It is described starting on page 62 under the section "3.3.2 Multi Staged >>>>Design" >>>>He gets roughly 71% evals returning in stage #1, 13% in stage #2 and 7% in stage >>>>#3. >>>> >>>>It seems like it might be a big win to do it that way. >>> >>>It's called lazy eval and is not a good idea. The times it is wrong happen to be >>>the important ones. >>> >>>Tony >> >>I use incremental evaluation. >>The only cases when I can be wrong in being lazy is in my qsearch because I do >>not make every stupid capture in my qsearch. > >Why not ? If you make the supid capture and call quiescence, it will jump out of >it because eval>beta. > >Anyway, since you have told here everal times that Movei doesn't have a complete >eval yet, your experiences don't really impress ( not meant unfriendly !) The >less knowledge your eval has, the better lazy eval works. > >Tony The point is that for movei making moves is expensive so not to do it save time. I think that if I make every stupid capture then it means that the program may be clearly slower. The problem is that making moves including updating the attack arrays. I guess that for xinix making moves is relatively cheap and most of the time is used in the evaluation function. Am I right? Uri
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