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Subject: Re: Limiting the QSearch

Author: John Scalo

Date: 15:47:04 12/30/97

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On December 30, 1997 at 17:02:22, Robert Hyatt wrote:



>

>Best starting point is to write a SEE module.  You can use this in the

>following ways:

>

>1.  ordering captures.  It is more accurate than MVV/LVA (most valuable

>victim, least valuable attacker) because MVV/LVA looks at ugly captures

>first...  IE it would try a QXR where R is defended before it would try

>NXP where the P is hanging.  I found a significant benefit of using SEE

>in both Cray Blitz and Crafty.

>

>2.  If your SEE is "good" you can use it to toss losing captures in the

>q-search and not even try them.  IE QxP where the P is defended such

>that

>this is a losing capture.  But the point is that if you leave losers

>out,

>it saves a lot of worthless search.  I found that doing this cut the

>size

>of my tree by just over 50%.  That is, using SEE ordering was 10% better

>than using MVV/LVA, based on extensive testing for a big argument in

>r.g.c.c

>last year, and then you can save 50% more by tossing captures (q-search

>only)

>that appear to be losing...

>

>MVV/LVA is "ok", but is really a hardware-based algorithm where SEE

>can't

>be done in a single cycle, while hardware can pick the MVV part in one

>cycle,

>and the LVA part in the next.  But SEE is more accurate, the only issue

>being how much time does it take to execute.  Using bitmaps it is very

>fast...



I dream of an efficent SEE, but I only use bitboards to a limited
extent. I can't figure out how to create an efficient SEE without going
with full-blown bitboards, which I don't want to do because I feel like
I'd basically be copying Crafty. I maintain bitboards of all pieces,
passed pawns, and several huge arrays that help make generating captures
fast, although I still need to check for interposing pieces when it
comes to sliders. Any suggestions on how to create an SEE in such a
scheme?



Thanks,

-j



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