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Subject: Re: rebel10 bug?

Author: ed

Date: 19:43:55 10/15/98

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>One point:  repeat after me slowly: "there is no way for alpha/beta to produce
>a best move, a second-best move and a third-best move, without tripling the
>time it takes to complete the search..."

I understood this the *very* first time you mentioned it, and I have completely
no disagreement here. I am not an ex-programmer for nothing, you know. :)



>There are approximations.  IE you get the best move at ply=10, but then it is
>replaced later by a better move at ply=10...  you can show both PVs and say
>they are the best two.  Or you can save the ply=9 pvs too, but that is much
>less accurate.

This is *exactly* my whole point. The moves can indeed be saved. Sure, the given
alternatives moves are less than optimal, but at least, I will know what the
2nd, 3rd.. nth.. best moves are. This will give me some ideas to bounce around.



>Or you can do it the correct way:  search all moves, save the best as "#1",
>then remove that move from the move list, and search all the moves except that
>one again.  That gets #2.  Repeat as often as you want, knowing that each
>search will take about as long as the previous one, since the best move takes
>90% of the total time...

This correct way however doesn't sound like an optimal way to use CPU cycles, so
I will just assume that practically speaking no one will ever implement this. :)




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