Author: Pham Minh Tri
Date: 06:06:35 01/05/02
Go up one level in this thread
[snip] > >Crafty generates moves in two passes... It first generates just captures/ >promotions, and if the good ones of those don't produce a fail high, it >generates the rest of the moves. I try the moves in the following order: > >1. hash move prior to generating _anything_. > >2. captures that appear to _win_ material (SEE order) followed by captures >that appear to break even. > >3. two killer moves (these are non-captures _always_ and are tried before >generating any non-capture moves). > >4. four "history" moves (history heuristic). Bob, which version of Crafty do you use four history moves? I found that the lastest one (18.12) you used only two ;) A question: Which one do you think is better: generate non-capture before history moves or do the history moves (and check if they are valid like checking hash move) before generating non-capture moves? > >5. remainder of the moves including losing captures in the order they are >in the list... > >Those are good enough to produce the fail-high condition on the first move >92-94% of the time. Anything over 90% qualifies as a "strongly-ordered >game tree."
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