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Subject: no-progress cutoffs

Author: Alex Szabo

Date: 16:34:29 02/18/04


Has anyone tried implementing the Deep Blue "no progress" idea?

From M. Campbell, et al, AI 134(2002) p57-83:
"Another idea in Deep Blue, implemented in both hardware and software, is a
pruning mechanism we call "no progress".  It is based on the assumption that if
a move is good for a given side, it is best to play it earlier rather than
later.  "No progress" is implemented by detecting if the current position could
have been reached by playing an alternate move at some earlier position on the
search path.  If so, the search is terminated with a fail low.  Although this
algorithm has only limited effect in most positions, situations which are
somewhat blocked and have few pieces present can observe noticeable benefits."

Sounds good to me.  Anyone have any experience with this they can share?



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