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Subject: Re: Question for Hyatt about Alpha/Beta

Author: Sune Fischer

Date: 13:26:26 02/06/04

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On February 06, 2004 at 15:47:32, Tord Romstad wrote:
>
>>* are the scores big enough to really matter anyway?
>>etc.. :)
>
>Maybe not now, but again, this is likely to change when (if?) I continue
>to develop my engine.  You mentioned something recently that you called
>"the fundamental principle of chess programming" (or something similar):
>Never calculate something if you don't need it.  I don't follow this
>principle at all.

:)

> I calculate lots of stuff which I hardly use at all
>at the moment, or which is only used in tiny and unimportant components
>of the evaluation function engine. The point is that I hope it will be
>useful some time in the future.  My basic principle is to write the engine
>in such a way that I can add new knowledge at a very low cost.
>
>The ideal world is far away, but I don't want to permanently block
>those roads which could have a tiny hope of bringing me there.

I agree, I just don't agree that building a big and complex attack table is the
right way to go if you want to experiment a lot.

One of the reasons is that the design of (e.g.) an attack table will limit you
in trying certain things.
For instance, if I want to try something new with my static move evaluator I
only have to rewrite a few lines of code of that function.

I think that is a lot faster than having to rewrite the attack table, that might
include a major program rewrite. So although it might be very cute to do SEE by
a lookup, it also isn't a very fexible way of doing it.

Similarly, if I want to evaluate or extend on pins I write a function to check
for that, no need to rewire the entire move generator just to try out one little
experiment.

Ultimately, in 20+ years when I know the optimal design of a chess program (yeah
right) I'll be able to make a really good choice of attack table and by then
I'll might do exactly as you do now, until then I perfer to avoid complexity to
the widest possible extend. :)

-S.

>Tord



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