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Subject: Re: History Heuristic

Author: Mikael Bäckman

Date: 04:35:19 03/17/04

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On March 17, 2004 at 06:08:02, Sune Fischer wrote:

>On March 17, 2004 at 05:50:57, Mikael Bäckman wrote:
>
>>On March 17, 2004 at 05:26:30, Sune Fischer wrote:
>>
>>>On March 17, 2004 at 05:17:43, Mikael Bäckman wrote:
>>>
>>>>>Just a single test position to depth 15:
>>>>
>>>>
>>>>Testing on a single position is wrong.
>>>>If you take 20 positions and repeat the test, are the results still the same?
>>>>
>>>>/Mikael
>>>
>>>True.
>>>
>>>I have tested on other positions back when I started using this, but as you can
>>>see it takes a long time for each position so I just tried a single one this
>>>time.
>>>If the search is deep enough I always get the same pattern with the local
>>>overtaking the global.
>>>
>>>It would be interesting to see if Crafty and other engines exibit the same
>>>behavior, I would expect so but one never knows :)
>>>
>>>-S.
>>
>>I can run some tests when I get home, but I would need to know exactly how you
>>'localize' the HH. Divide with X every N nodes?
>
>Yes, pretty much.
>I scale it down by a factor 8 when the entries hit a certain limit, ie.
>
>if (hist[index]>X)
>  for (i...)
>     hist[i]=hist_seed[i]+(hist[i]>>3);
>
>>My history tables in chepla look like history[stm][piece][to], it will be
>>interesting to compare the numbers.
>
>That should be possible, as I use the exact same type of table.
>
>>One thing to check before running these tests.
>>I had a bug a while ago where my History tables would overtake the good captures
>>in movesorting: I add a base value of B for all good and equal captures. In some
>>deep searches (mostly endgames searches) history values would become greater
>>than B...
>
>History scores can get quite big and tough to beat :)
>
>One solution could be to search all the captures before you even assign history
>scores to the non-captures.

I don't have such advanced movegenerators yet. :)
I use 0x88 and don't keep track of threatened pieces. I have to loop to find
pieces capturable by sliders, so I generate all moves at once.

/Mikael

>
>-S.
>>/Mikael



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