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Subject: Re: Easy moves

Author: William H Rogers

Date: 14:10:41 04/20/01

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On April 20, 2001 at 15:34:01, Scott Gasch wrote:

>Hi all,
>
>I'm trying to come up with a good algorithm for detecting "easy" moves.  The
>goal is of course to make obvious recaptures faster.
>
>The obvious definition of an easy move is one where the score of the PV move at
>a certain depth is delta better than all the other moves at the root position.
>I use PVS, though, and because of the minimal window search on moves 2..N I
>don't come up with exact scores for some moves.
>
>So I am looking for other definitions... right now I am experimenting with: if
>the first move searched never changed from plys 1-7 and it recaptures on the
>opponent's last move it is "easy".  This scares me a little, though... obviously
>this is not the sort of thing you want to get wrong.  Has anyone come up with a
>clever definition that doesn't involve extra searching?
>
>Thanks,
>Scott

I do not know if this is what you are looking for but:
If you keep track of your pv's and killers in a triangle array like I am trying
to picture below.
              a   b   c
1.        x/0/x/0/x/0/x/0     where the x's are your moves and the 0's are
2.             /0/x/0/x/0     the opponents
3.                 /0/x/0
4.                     /0

the letter 'a' would be your normal reply if the opponent made the expected move
and that is all many programs look forward to, however by starting a new search,
which would go 2(?) plys deeper, you might expect to come up with the same
initial move, but not always. So here is the scheme:
Simply make the moves in the pv table and then continue the search from there,
i.e. 'd', 'e', 'f' etc.. assuming that the first three moves were correct. If
they were not then the b(2)line may win out, etc...
I hope that makes sense. I have never heard of anyone else using this type of
strategy.
Bill



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