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Subject: Re: Generating Game Trees

Author: Uri Blass

Date: 01:30:14 06/16/03

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On June 16, 2003 at 03:47:02, Andrei Fortuna wrote:

>Hi,
>
>Recently I have been thinking a lot about game trees. As you might know I have
>released a free library that can be used with a chess program to output game
>trees to a file (that later can be viewed/analysed). The solution I came up was
>along those lines :
>     * call a function to setup position before analysis starts
>     * all search functions need to be modified by adding an extra parameter
>(node_id of the parent node)
>     * when the engine enters a search node : first thing to do is get a node_id
>from the library (this way children nodes will always have an id higher than
>their parents)
>     * when the engine exists a search node it will write the collected data for
>this node to an output file
>
>No extra memory is needed, all nodes are written as they appear ... but it might
>look a bit complicated at first look. Do you think there is a better way (i.e.
>simpler in terms in changes that need to be done to the existing chess program)
>for this task ?
>
>Cheers,
>Andrei

Yes

I believe that it is more simple not to add parameters but only to change
the makemove function and undomove function and the function to setup position.

Adding parameter means that I need to change all the places when I call
alphabeta and qsearch and I do not like to do it for the original code if I care
about speed(adding parameter may do the program slightly slower).

changing only the makemove,undomove and setup position seems more simple and I
can get rid of it when the program plays a game by the following kind of code
inside makemove:

#if TREE
//tell information about move to external program
...
#endif


Uri



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