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Subject: Re: Quiescent Pruning.

Author: Uri Blass

Date: 14:16:10 10/08/03

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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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