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Subject: Re: Move ordering question

Author: Ricardo Gibert

Date: 22:06:03 01/06/02

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On January 06, 2002 at 16:04:09, Uri Blass wrote:

>On January 06, 2002 at 15:01:35, Severi Salminen wrote:
>
>>
>>>Well...to begin with, "a movegenerator that allways generated the best move" is
>>>clearly an unrealizable pipe dream. With such a generator, there is no reason to
>>>search. You would generate the best move and then play it straight away.
>>
>>Yep, that's what I meant.
>>
>>[snip...]
>>
>>>The moral of the story is: The move you want to *play* should be the *best*, but
>>>the moves you want to *analyze* are the ones that cost you the least amount of
>>>work overall most of the time.
>>>
>>>Don't confuse the properties you desire in the moves you *play* with the
>>>properties you desire in the moves you *analyze*. They are not the same.
>>
>>The best move (as seen from engine's point of view) allways results the least
>>amount of work. Assuming that I also search the best reply to it and so on.
>
>No
>
>suppose that beta<0 so your engine is happy with a draw.
>move A is the best and give material advantage but you need to search a lot of
>nodes to get a cutoff.
>
>suppose that the line that your engine searched end with the moves
>Rc1-b1 Rd8-e8 Rb1-c1
>
>if you search the move Re8xe1 first you get a cutoff because Re8xe1 is winning
>the game but you need to search a lot of nodes to get the cutoff.
>
>If you search Re8-d8 first you get immediate reptition(Rc1-b1 Re8-d8 Rb1-c1
>Rd8-e8 lead to repetition of the position) so you get the cut off by only one
>node.
>
>Uri

ETC (Enhanced Transposition Cutoffs) is an example of technique that aims to
minimize work performed on average and takes no interest in finding the best
move.



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