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Subject: Re: Attack Table Question

Author: Peter Fendrich

Date: 05:55:27 03/22/04

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On March 22, 2004 at 08:27:54, Tord Romstad wrote:

>On March 22, 2004 at 07:49:17, Daniel Shawul wrote:
>
>>On March 22, 2004 at 07:06:53, Tord Romstad wrote:
>>
>>>On March 22, 2004 at 03:40:57, Daniel Shawul wrote:
>>>
>>>>Hello
>>>>
>>>>I have decided to use attack tables. I just did
>>>>a rough implementation of it at the beginning of the eval
>>>>according to Ed's paper. The problem is the thing dropped the nodecount
>>>>by almost 40% .  Initial position nodecount was 800000 and now it is 500000.
>>>>Do incremental move attack tables help? And how do i update the table? It seems
>>>>very difficult to update a sliding move and other special cases.
>>>
>>>Hello Daniel,
>>>
>>>Yes, attack tables tend to be expensive.  I calculate them from scratch at
>>>every node, and my impression is that most others (including Ed) does the
>>>same.  Perhaps it would be possible to do it faster by some sort of
>>>incremental updating, but I am fairly sure it would still slow you down a lot.
>>>
>>>You simply have to decide whether it is worth the cost.
>>>
>>>Tord
>>
>>Hi Tord
>>
>>I am going to use them whatever the cost. But I am intending to do it only at
>>quiescence nodes [not at internal nodes]. If I use an incremental one I  can
>>also use it for internal nodes too.I am not sure how much i save by doing this
>>but like you said a minumum of 20% decrease seems inevitable.
>>I guess you are using the table at internal nodes for move ordering.
>
>Not only that.  I do a full eval at all internal nodes.  The evaluation
>results for internal nodes are used to shape the search tree.
>
>>My see is a very costy operation. But with this attack table i hope it is for
>>granted?
>
>At least I use them for SEE.  Originally I used a lookup table (like Rebel),
>but now I have switched to computing SEE values from the contents of the
>attack table, and caching the results in a tiny hash table.  It is just as
>fast as the lookup table, and consumes much less memory.
>
>>Good luck with Gothmog. [ofcourse it doesn't need my luck,it's already a world
>>beater!!]
>
>Your wishes are most welcome.  It is only a world beater in games where it
>has lots of luck on its side.  :-)

Right!
Good engines seems to have better luck than the others. Strange isn't it? ;-)

/Peter



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