Author: Uri Blass
Date: 01:51:58 09/03/03
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On September 03, 2003 at 04:39:14, Bo Persson wrote: >On September 03, 2003 at 03:26:59, Uri Blass wrote: > >>It is something that I need to fix but before fixing it I prefer >>to read what other people do. > >I think you should treat a null move just like a normal move, except that no >pieces are moved or captured. > >> >>Today I update >>1)the side to move >>2)the ep array(I have instead of one global varaible an array of 3 numbers that >>gives me the en passant possibilities(square of the pawn that can capture and >>squares that it can capture) and maybe it is better if I compress it to one >>varaible and replace ep[0],ep[1],ep[2] by defines) >> >>I am also not sure if all my global varaibles is a good idea and it may be >>better to save the ep information only in the history information. >> >>3)A global varaible that is the zobrist key(maybe I should get rid of it and >>read the zobrist key from the history information something that is possible >>only after I change my makenull move) >> >>4)The arrays that are search dependent(for example the array that gives me >>information about the evaluation of every ply). >> >>I do not include these arrays in a struct and maybe I should do it. >> >>I do not update >>1)The fifty global varaible that tells me the number of plies >>from the last conversion and I am not sure how to update it after null move and >>if to reset it to 0 or to increase fifty by 1. > >It is a move, and it is definitely reversible. I think you should probably >increase the count, and definitely not reset it. > >> >>2)The history ply and all the arrays in the struct that are dependent on it. >> >>3)The zobrist array that is history dependent and is used only for checking >>repetition. > >My hash key is not history dependent, more than that it is a function of the >current position. Same for me and I talked about the zobrist array that include the hash key for every position in the history of the game(this is the reason that it is history dependent). If you also include the path for getting there, I don't know >what that does. I do not include the path in the hash key but I remember the hash key of the previous positions of the game in an array. I check for repetitions when fifty>=4 by comparing zobkey[hply] with zobkey[hply-4],zobkey[hply-6](only if fifty>=6),... so the content of the array zobkey is dependent on the history of the game. Uri
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