Author: Dann Corbit
Date: 15:19:43 05/10/01
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On May 10, 2001 at 18:14:02, J. Wesley Cleveland wrote: >On May 10, 2001 at 16:48:39, Dann Corbit wrote: > >>NO big-O stuff in here! I promise! >[snip] >> >>Now the board positions is another matter. Let's suppose that there are only >>10^50th distinct board positions, including halfmove clock, castle rights, etc. >>We might store those in a linear list, and just have pointers from our tree to >>the list. We would have to use 64 bit pointers because of the size of the list >>(some other clever indexing method might conceivably reduce this). >> >>Even if we could use perfect move ordering and only store sqrt(5.28713e9320) >>elements in the list, that's still a lot of pointers. >> >>Or have I missed something. > >Yes. Each position has the best move (or 1 of the n equal best moves) stored >with it. You STILL have to store the whole tree! You won't be able to compute the best move until you have analyzed the whole tree. IOW -- where does the best move COME from? The entire problem we are facing here is: What is the best move from this position: [D]rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - The entire effort I am talking about is to find the answer to what is the best move from here! How will you answer that question until you know all the others. Storing the best move doesn't help a thing.
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