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Subject: Re: Killer and history

Author: Don Dailey

Date: 22:04:57 06/24/98

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>I have always used this method too, except that I keep a 3rd killer
>which is for the best move at nodes where alpha < score < beta (this
>only helps a little).  I've never tried keeping a counter for killers.
>
>
>John


I have been experimenting with the counter idea and so far it has
not proven to be of any value.  My best implementation of the counter
method saves about 1/2 percent of the nodes over the method you and me
are using but using more memory and involves more bookeeping so their
is a slight slowdown.

I'm amazed that it works at all and yet the counter method seems
completely broken to me and illogical.  I can easily construct an
example where 1 move is a killer a very tiny percentage of the time
and yet will always be tried first.  It's sort of like a race, but
where one guy gets a head start and the coach at random intervals
makes one of the other runners start at the beginning again!

In several positions the counter method had much greater node
counts and and in several others it was better.  I tried 20
positions.  I think the reason it does not do as badly as one
would expect is that it is probably not too common to have
more than 2 moves compete for killer status.  This method would
be quite sound if there were never more than 2 moves competing
to be the cutoff king.

I have always seen the counter method described in the
literature and always wondered what the hell they were talking
about.  I never ever implemented it for the reasons I have
stated above.

The strange thing about this, is that the only way to make it
work is to constantly reset the counters,  an idea Bruce
passed on to me.   I think this cures it of the "unfair race"
behavior by making everyone start at the beginning every once
in a while!  It also solves the "locality" problem, where the
position changes fundamentally due to an ancestor node and the
number one killer may not work for an entire subtree.

Potentially there must be a big improvement we can make, because
almost any move ordering experiment will drastically help at
least SOME positions.  That means, for at least those positions,
that there is something much better than what you are doing!
Maybe there is a way to consistantly get something very close
to the best and bypass most of the noise?

- Don



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