Author: Tony Werten
Date: 05:28:33 12/07/00
Go up one level in this thread
On December 06, 2000 at 16:12:46, Robert Hyatt wrote: >On December 06, 2000 at 15:52:47, David Rasmussen wrote: > >>On December 06, 2000 at 14:02:55, Scott Gasch wrote: >> >>>>Even more important... as you stomp down the pv path, don't forget to >>>>increment the depth just as you would for a real search down that path. >>>>IE checks, recaptures, etc... and as you go a ply deeper, decrement >>>>depth accordingly. >>>> >>>>Otherwise you will have _lots_ of fun debugging. >>> >>>Actually right now in StuffPV I am saving PV nodes in the hash with an EXACT >>>hash entry and the score returned by Search but with a depth of zero IF the node >>>already in the hash at that position is not the PV node (i.e. it got clobbered). >>> >>>I know that someday I need to correct this and make the depth into search_depth >>>- ply + extensions or whatever... but for now the goal for right now is just to >>>get these moves ordered first and back in the hash. >>> >>>Thanks, >>>Scott >> >>If Bob means the same thing as you, then I'm confused. Because he doesn't do >>that in Crafty. Correct me if I'm wrong. > > >I store 0 for the draft in crafty for _all_ PV nodes. I was answering the >question based on how I would store a _real_ draft for PV nodes. I don't >see any benefit to doing this... That's an idea worth trying. It would solve a complete different problem I have. When my opponent plays the expected move, but I didn't search long enough, I restart my search. Then I get 10 ply instantly (hashtable) , but die in ply 11 because I'm basicly starting a search without any knowledge. ( no killers, history etc ) If I store the pv with draft=0 I force the engine to search this pv and at least have some information. Tony
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