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Subject: Re: Experimentation with move ordering

Author: Ed Schröder

Date: 20:59:14 11/28/00

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On November 28, 2000 at 18:38:45, Bruce Moreland wrote:

>On November 28, 2000 at 18:20:01, Will Singleton wrote:
>
>>On November 28, 2000 at 16:06:11, Bruce Moreland wrote:
>>
>>>On November 28, 2000 at 14:06:27, Andrew Williams wrote:
>>>
>>>>On November 28, 2000 at 12:52:57, Scott Gasch wrote:
>>>>
>>>>>Hi,
>>>>>
>>>>>I posted a couple of messages about move ordering yesterday and wanted to share
>>>>>some results from my (limited) testing.  I ended up implementing the suggested
>>>>>"apparently losing captures" (MVV/LVA) after all others order.  In one test
>>>>>position this resulted in a tree 200k nodes larger at 8 ply but in two others it
>>>>>resulted in a marginally smaller (under 40k nodes) tree at 8 ply.  I will do
>>>>>more testing on this matter but it may be a moot point because I intend to write
>>>>>a SEE pretty soon.
>>>>>
>>>>>I also did some experimenting with ordering captures that take the last moved
>>>>>enemy piece.  At low search depth this seems to make some difference but at
>>>>>higher depth this heuristic actually grew the tree in all three test positions > I tried.
>>>>>
>>>>>I also did some playing with history weight and settled on hist[x][y] += (2 <<
>>>>>depth).
>>>>
>>>>I use history[whoseTurn][frsq][tosq] += (depthremaining*depthremaining)
>>>>I have a separate table for white and black. Every few plies I divide
>>>>this number back by a lot (can't remember how much or how often).
>>>
>>>Why does everyone think that a move that cuts off after a deep search is more
>>>likely to produce cutoffs elsewhere in the tree, than one that cuts off after a
>>>shallow search?
>>>
>>>That multiplication is expensive.  Does it achieve anything?
>>>
>>>bruce
>>
>>How expensive?  I've got multiplications and divisions all over my program.  I
>>never thought it would amount to more than a few nps.
>>
>>Will
>
>Good question, and I don't know.  The ratio between multiply and add has been
>reducing during the past few years, so it used to be a bigger deal.
>
>It's hard for me to know for sure because there is only one "div" in Ferret core
>code and no multiplies.
>
>bruce

Especially multiplies has been improved dramatically in the latest
generation of processors. Nowadays it is hardly an issue anymore. I
still use << where ever I can but I have no problems to use * so now
and then.

Ed




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