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Subject: Re: How to remember the principle variation in my program

Author: Tony Werten

Date: 04:26:34 08/26/03

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On August 26, 2003 at 06:00:51, Hans Bogaards wrote:

>Hello Everybody,
>
>I'll introduce myself briefly: I am Hans Bogaards from the Netherlands. A couple
>of years ago I wrote a chess playing program called Joshua. It never reached
>such a state that I played tournaments with it or released it to the public. The
>project ground to a hold mostly due to the demands of graduating.
>
>Lately I've become interested again in Chess and Computer Chess, so I've started
>with a rewrite of my program. But I can't seem to find The solution to one
>(simple) problem: How do I remember the PV during the search.
>
>In my old program I first used a 2 dimensional array PV[MAXDEPTH][MAXDEPTH] and
>stored the best move in PV[Depth][Depth] and copied the rest of the PV from
>PV[Depth + ][Depth + X] to PV[Depth][Depth + 1]. This worked but was very slow.

It shouldn't be. Remember, you only have to do it when score>alpha

Tony

>
>Later I used a linked list with as extra parameter a pointer to the end of the
>variation. This was still a bit slow, but esp. very cumbersome to keep all the
>administration in the right order. It also made my code hard to read.
>
>I have the feeling that there must be some very simple way to preserve the PV,
>but I've looked at the source-code of GNU Chess 4.0 and of Crafty, but I dont
>understand how the PV structure/code work in both these programs...
>
>One solution I know is to only use the transposition table for the best move,
>but when I tried that in my old program it made the search tree quite a bit
>larger...
>
>What kind of structure do you use in your programs? (if you are willing to
>share...)
>Am I missing sometimes simple here?
>
>Hope you can help me...
>--
>Greetings
>Hans



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