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Subject: Re: Move order %

Author: Volker Böhm

Date: 08:21:35 03/04/04

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On March 04, 2004 at 03:08:55, Roberto Nerici wrote:

>On March 04, 2004 at 01:08:10, Uri Blass wrote:
>
>>On March 03, 2004 at 23:51:35, Andrew Dados wrote:
>>
>>>On March 03, 2004 at 22:14:12, Andrew Wagner wrote:
>>>
>>>>On March 03, 2004 at 22:09:51, Charles Roberson wrote:
>>>>
>>>>>
>>>>>
>>>>>   I suggest the use of history and killer moves. Give killers priority over
>>>>>   history. Give winning captures priority over killers.
>>>>
>>>>
>>>>How do you define "winning captures"?
>>>
>>>Really simple improvement is to put 'captures of last moved piece' first, then 2
>>>killer moves, then rest of captures. Don't bother with history heuristic, it
>>>hardly works. Then later you can redo this to move all winning captures before
>>>killers.
>>>
>>>-Andrew-
>>
>>I disagree that history tables hardly works.
>>
>>Tscp has history tables and no killer moves and it has clearly better order of
>>moves than 50%.
>
>Definitely if you don't have killer moves then history tables help a lot, and
>similarly if you don't have history tables then killer moves help a lot.
>
>I took Andrew's comment to mean that adding history tables once you've got
>killer moves doesn't help. I think that is a bit of a generalisation (will
>depend on the engine) but certainly for mine when I added history tables after
>killer moves it only made a small difference. Still, it was worth keeping...
>
>Another thing to do is to play with the number of killer moves. Most engines use
>two, I think, but I found that (without history tables) adding a third one did
>help a very slightly.
For my engine 6 killer moves are best even with history tables. Exception at
horizont ply, where 2 killers are best.
>
>Roberto/.



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