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Subject: Re: shredder 8 and weird PVs? (sandro?)

Author: Robert Hyatt

Date: 15:46:43 01/19/04

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On January 19, 2004 at 13:34:56, Sune Fischer wrote:

>On January 19, 2004 at 12:11:30, Tord Romstad wrote:
>
>>On January 19, 2004 at 11:43:21, Sune Fischer wrote:
>>
>>>A while back I ran lots of test positions and compared the PVs between the two
>>>methods.
>>>What I generally saw was that they were identical, only the hash extracted PV
>>>usually were a few moves longer.
>>
>>I extract all my PVs from the hash table.  I am not sure I agree with
>>your observation that the hash extracted PVs are usually longer, but I
>>agree that they are *sometimes* longer.
>
>It makes some sense though, if Crafty gets a hash hit on a PV node the PV will
>get cut right there, while ours will have no problems being extracted into the
>part that created the cutoff.

Or not.  If you look back thru the comments in main.c, I used to do this to
extend the PV.  IE on a hash hit, I would probe forward to pick up other moves
as well.  And I found nonsense on occasion and decided to stop...


>
>The only way our PV's can become shorter is if a needed entry actually gets
>overwritten, the probability of that is not so great in a short search/big hash.
>Unfortunately it is definitely going to happen in a long search.
>
>>Today Leo helped me discover an obscure bug related to this.  The
>>maximum search depth in Gothmog is 60 plies, and my PV[] array has
>>60 entries.  The fact that extracting the PV from the hash table
>>could cause a PV of length greater than 60 plies had never passed
>>my mind until Leo sent me a debug file from a game where Gothmog
>>crashed directly after printing out a 61-move PV.  :-)
>
>I helped me to fix a few bugs too, some hash bugs are seen instantly this way :)
>
>I have a PV class now for extracting the PV, my pv.add(move) does a bounds check
>before adding the move.
>This is one place where bounds checking is called for, doing it only at the root
>is 'free' anyway :)
>
>-S.
>>Tord



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