Author: Tord Romstad
Date: 10:13:58 05/05/04
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On May 05, 2004 at 07:48:50, Daniel Shawul wrote: >On May 05, 2004 at 07:34:55, Tord Romstad wrote: > >>Personally, I have always calculated them from scratch at every node (not >>terribly expensive for me, because the rest of my engine is also dead slow). > > Mine usually searches far lot more nodes than gothmog before i added attack >tables. But now gothmog searches deeper, i think you use lots of pruning. I do. As in all other engines, the search depth displayed by Gothmog doesn't mean much. It is the iteration number, nothing more. Many lines are searched to depths much lower than the iteration number, and a few lines are searched much deeper. In general, I think I reduce and prune more than most others, and extend less. >>In my new engine, I am trying to avoid calculating the complete attack tables. >>Instead, I will try to calculate all attacks to a single square when needed. > > Yes that's waht i did in the previous version. For example in SEE >i collect attack info for the square and then evaluate. But in evaluate how am i >going to do it for squares around the king and lots of other things... >I am definetlely not going back there again. For king safety you need full attack information only for a few squares around the king, and not the whole board. And in some positions (simple endgames is the most obvious example), there is probably no point in evaluating king safety anyway. I think it should be possible to calculate attack information when needed quickly on the fly, but it is hard to be sure at the present stage in the development of my engine. Tord
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