Author: Stuart Cracraft
Date: 09:40:30 01/16/06
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On January 15, 2006 at 17:25:55, Tord Romstad wrote: >On January 15, 2006 at 14:18:46, Maurizio Monge wrote: > >>BTW, doesn't incremental move generator have a high cost >>too, as you can't order the generated moves with SEE? >>If not, why (as IIRC many engines seem to use it)? > >I think most programmers who claim to use incremental >move generators don't really have *completely* incremental >move generators, but rather what I would call semi-incremental >move generators. They don't generate one move at a time, nor >all moves at once, but use an intermediate approach: Moves >are generated in chunks. One possibility would be to first >generate and search just the hash table move (if there is any), >then generate, order and search all captures and promotions, >proceed to generate and search the killer moves, and finally >generate, order and search the remaining moves. I think Crafty >and Fruit do something similar to this, for instance. > >In Glaurung, I don't use incremental move generation at all. I >always generate all moves. > >Tord Even when in quiescence you generate all moves?
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