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Subject: Re: Problem with a long distance mate

Author: Steve Maughan

Date: 01:03:08 04/17/02

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TEERAPONG,


Not sure if this will solve the problem but give it go - it may help.

When you find a mate in the search don't store the mate value in the hash table,
instead store a bound e.g. if after a nine ply search there is a mate store in
the hash table >(CheckMate-200).  The effect of this is to force your program to
research the position if Beta is ~CheckMate, otherwise it will cause a cutoff.

Regards,

Steve

>I've one problem. In a few specific conditions, my program shows
>a strange behavior. For instance, when it sees a mate in 8-9 moves,
>it follows the best line until only 2-3 moves left then it diverts itself
>from the best line. This problem arises in the following conditions.
>
>1.It's a long distance mate.
>2.The superior side has only few minor pieces without any pawn.
>3.The inferior side has only one king and is cornered.
>4.It seems that the problem can be solved by clearing all hashtable
>contents before each Search_Root() call. Not quite sure really.
>
>IMHO, it's possible that the value stored in the hashtable in not the
>best one because of collisions. For example, Nc3 to e4 is the best
>move to mate,the program may move Nc3->d5->f6->e4 instead.
>So,the retrieving mate score may be lowered by two plies.
>I'm not sure about this explanation. Anyone has this problem before?
>The best way to fix is?
>
>Thanks for any help,
>Teerapong



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