Author: Roberto Nerici
Date: 00:23:06 12/01/03
Apologies for the off topic post :-) I'm implementing some basic time handling code at the moment. I've found a few bits on how to decide how long to think, some in threads here, some in some books I've got. Something I haven't seen is how/whether to modify the allocated time based on the number of moves available to choose from. It's obvious that if you only have one valid move you can make you just make that move instantly. I've got my engine to handle that. However, what if there are two moves to choose between? In a mid-game position where perhaps there is a check involved, there might be only two available moves and one is much better than the other. Does anybody's engine try to handle such a situation as a special case? I've got my engine to compare the scores of the two moves and if at the first check time (the point when my engine decides if it's searched enough or should carry on) there is a large difference, it picks the higher scoring move. However, I wonder if this is too risky, and of course there is the question of how "large" the "large difference" should be. Thanks for any thoughts on the matter Roberto/. PS: you can all now get back to long, tedious hardware threads, attacking the ICGA, etc :-)
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