Author: J. Wesley Cleveland
Date: 09:43:46 03/30/04
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On March 29, 2004 at 11:14:17, Anthony Cozzie wrote: [snip] > >What I am proposing is this: > >Create some code that stores for each transposition table key the best move at >each ply. Requires maybe 1/2 GB of memory for a reasonable depth search (my >back-of-the-envelope unoptimized computation). > >E.G.: > >Key 0x8432762183 >Q-Nxd5 >1-Nf3 >2-Nf3 >3-Qc3 >... > >Run search, record node counts. Keep track of every time the move ordering was >wrong (both at PV and CUT nodes). > >Flush transposition table. Run search iteratively until move ordering is >perfect. You can use the new table to simply always choose the best move first. >This might require a few runs since the tree might search different nodes as the >move ordering gets better. > >At that point you will have a search of muse with perfect move ordering. Record >the number of nodes visited versus a regular search. Of course, this is not >practical for a tounament game (for obvious reasons). > >Some interesting sub-experiments: move ordering differences by ply - 3% at 5 ply >vs 100 % at 8 ply (?) Also, move ordering at PV nodes vs fail-high nodes. > >anthony There is a simpler way. Just keep track of the minimum necessary nodes as you search. At any ply with n possible moves, if it is fail low, the mininum number is n + the sum of mininum nodes from the ply below for all moves. If it is fail high, the mininum number is 1 + the mininum nodes from the ply below for the fail high move. You should probably turn off transposition tables if you want more exact numbers.
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