Author: Miguel A. Ballicora
Date: 19:26:02 09/19/01
Go up one level in this thread
On September 19, 2001 at 11:28:40, Steve Maughan wrote:
>>3. (this one may be new?) Cuts in the search if alpha or beta are in the mate
>>range, and the current ply is too deep.
>>
>>e.g.:
>>
>> // can't find better checkmates in more plies!
>> if( alpha >= evalCheckmate - ply )
>> {
>>#ifdef DEBUG_SEARCH
>> WriteDebug( ply, _T("s %d / deep %d\n"), ply, alpha );
>>#endif
>> return alpha;
>> }
>> else if( beta <= -evalCheckmate + ply )
>> {
>>#ifdef DEBUG_SEARCH
>> WriteDebug( ply, _T("s %d / deep %d\n"), ply, beta );
>>#endif
>> return beta;
>> }
>
>I do this and I thought I was the only one - probably the case with all of my
>unique stuff. I haven't seen it mentioned before in this forum. It's obvious
>really and can help to stop the tree exploding when there are 1000s of threats
>going on.
>
>Steve
To test this has been in my to-do list too! I think it is cool but I do not
believe it will increase the strength of an engine. Just because when it already
found a mate, the fate of the game is decided already.
Regards,
Miguel
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