Author: Tord Romstad
Date: 10:37:16 12/01/03
Go up one level in this thread
On December 01, 2003 at 09:25:59, Uri Blass wrote: >On December 01, 2003 at 08:12:38, Tord Romstad wrote: > >>On December 01, 2003 at 07:36:06, Uri Blass wrote: >> >>>Another thing that is still not implemented is internal iterative deepening. >>>I understand the idea but I still did not think exactly how to implement it >>>and after reading a post that suggested that it did not help much I decided to >>>look for other ideas. >> >>I found it to be surprisingly effective in Gothmog, despite my extremely >>simple implementation. I just added the following three lines of code, >>just before the call to generate_moves() in my main search() function: >> >> if(EngineOptions.iid && h==NULL && value>gamma-100 && depth>=5*PLY) { >> search(gamma, depth-PLY); >> h = get_hash(Stack[Counter].hashkey); } >> >>EngineOptions.iid is a variable telling whether internal iterative >>deepening is enabled, h is a pointer to a hash table entry, value >>is the static eval for the position, and gamma is my search bound. >> >>Tord > >It is possible that simple implementation can also help me. >There was nothing that I tried about it lately and I do not remember exactly >what I tried a long time ago that did not help. > >I do not know what Counter means in your program but I guess that it is the same >for me as calling probehash that calculates the bestmove from the hash tables so >I should search to reduced depth only if probehash fails to find a bestmove and >some other conditions happen(like static evaluation that suggest good chances to >find something at reduced depth) and after it call probehash again. Almost, but not quite. Game[Counter].hashkey contains the hash key of the current position. After the call to search(), I simply look up this key in the hash table with the call to get_hash(). get_hash() returns a pointer to a hash table entry, or NULL. If this pointer is non-NULL, the best move slot in the hash table entry is tried first in the move ordering. Tord
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