Author: Uri Blass
Date: 14:16:10 10/08/03
Go up one level in this thread
On October 08, 2003 at 16:51:18, Robert Hyatt wrote: >On October 07, 2003 at 18:01:26, Uri Blass wrote: > >>On October 07, 2003 at 16:08:02, Pat King wrote: >> >>>On October 07, 2003 at 13:27:30, Russell Reagan wrote: >>> >>>>On October 07, 2003 at 13:08:28, Anthony Cozzie wrote: >>>> >>>>>I'm working on incremental attack >>>>>tables right now so that I don't have to mess with it. >>>> >>>>Be sure that you can really benefit from the overhead involved, because when you >>>>go incremental, you have that overhead no matter what. If you do things on the >>>>fly, you save work in cases where you don't need it. I know several people >>>>prefer to do things on the fly, but I don't know of anyone that has tried both >>>>ways and uses the incremental approach, but I certainly don't know what everyone >>>>does. >>>> >>> >>>The only thing I do on the fly is the raw material score. I once figured that >>>this made sense to something like 8 ply (I've got a slow engine on a slow >>>machine). Almost anything more complex doesn't justify an incremental approach >>>IMHO (and I only say "almost" because I hate stating absolutes). >>> >>>Pat >> >>I believe that the number of plies that you search is irrelevant if you may want >>the information in every node. >> >>In the case that we discuss(attack tables) we may need the information at every >>node(except part of the leaves) for better order of moves or better pruning >>decisions. >> >>Uri > > >The deeper you go, the less sense incremental updating makes, in terms of >scoring stuff. IE in endgames where you go 30 plies, is it faster to do >30 incremental updates, or just one total calculation at the endpoint? Only if you assume that you need the evaluation only at the end point. I need the evaluation at other points in the tree (for example for decisions if to prune lines). Uri
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