Author: Vincent Diepeveen
Date: 08:15:14 10/11/02
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On October 11, 2002 at 11:11:01, Jeremiah Penery wrote: >On October 11, 2002 at 10:46:16, Gian-Carlo Pascutto wrote: > >>On October 11, 2002 at 10:38:12, Jeremiah Penery wrote: >> >>>On October 11, 2002 at 08:09:59, Vincent Diepeveen wrote: >>> >>>>you skip one important point. Because of a simplistic evaluation >>>>it was able to get 12.2 ply. If you use a more complex evaluation >>>>then you do fullwidth not get 12.2 ply at all, but more like 10.5 ply. >>> >>>It did evaluation in hardware. The complexity of the function has NOTHING to do >>>with the speed of computing it. This is obviously something you don't >>>understand, or you wouldn't be writing crap like the above, or the below. >> >>You missed Vincents point. His point was that a more complicated >>evaluation (with bigger positional scores) will slow down the search >>compared to (for example) a piece-square evaluation, because it causes >>more instability. > >Having a more complicated evaluation does not require having bigger positional >scores, but I agree that in the general case that is what happens. However, >search instability depends on the correctness of your evaluation function and >your move ordering - the variability of the evaluation function is secondary. >If your evaluation is very complex, but also extremely accurate, it will be far >more stable than a simpler but less accurate evaluation will yield. If you always return 0 as score, then any move will give a cutoff. If you are material based, just material, then capturing a piece will give usually a cutoff. If you have a complex evaluation, then you do not know in advance whether trying a capture is going to give a cutoff. Obviously it's harder to order moves too. If you knew ahead which move would going to give a cutoff for you, why the hell would you do a search anyway? It's a trivial thing in algorithms. Already reported years ago by the darkthought team (Peter Gillgasch). Best regards, Vincent
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