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Subject: Re: History Heuristic

Author: Vincent Diepeveen

Date: 08:46:12 08/29/00

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On August 29, 2000 at 11:33:23, Robert Hyatt wrote:

>On August 29, 2000 at 10:19:38, Vincent Diepeveen wrote:
>
>>On August 28, 2000 at 22:21:40, Robert Hyatt wrote:
>>
>>>On August 28, 2000 at 19:32:05, Larry Griffiths wrote:
>>>
>>>>I have been reading about the History Heuristic and have seen pro's and con's
>>>>about it.
>>>>
>>>>I plan on implementing it to see what happens.  This heuristic is related to
>>>>killer moves and uses the from and to squares in a 64 x 64 array to maintain
>>>>history information when moves are bestmoves or cutoffs.  Each entry has 2 to
>>>>the depth power added to it when a bestmove or cutoff is found.
>>>>
>>>>Would you recommend the History Heuristic, and has anything changed for the
>>>>better with the method described above?
>>>>
>>>>Thanks in advance.
>>>>
>>>>Larry.
>>>
>>>
>>>Works fine, but don't use 2^depth...  for reasonable search depths, that will
>>>overflow 32 bit counters almost immediately.  I use depth^2 which is much
>>>safer...
>>>
>>>Other than that it works fine.  If you don't get a cutoff by the time you have
>>>tried a few history-ordered moves, you probably should give up and just search
>>>the rest of the moves in random order.
>>
>>Oh well is this bob speaking?
>>
>>searching things in random order is never a good idea actually.
>
>
>On nodes where you have to search _all_ moves, the order in which you search
>them is 100% immaterial.  These are the so-called ALL nodes. also called FULL
>in Knuth/Moore's paper.

The tree below this node is sure having a lot of cut nodes. The way in
which you search this all node is sure making a big difference for those
nodes.

>So I don't follow.  Once you are convinced that you can't find a fail-high move

You never know this in advance. In crafty the chance is 5% that you get
a fail high in DIEP it's 1%, still that's 1% chance to cheaply cutoff.

>using normal means, random is just as good as anything else, since "anything
>else" hasn't worked so far.  And since random (generated order) is cheaper than
>anything else, why not?  Works for me.  And others, I might add...

So random clearly isn't smart.



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