Author: Artem Pyatakov
Date: 12:00:15 03/30/04
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Does anyone else care to comment about how they implemented the killer heuristic in their engine? Or is everyone else doing the same exact thing as Crafty? I definitely think the question is worth revisiting (for instance using killers from all plies), because the results I have from trying to use ply-4, ply-2, ply, and ply+2 are very, very encouraging. Maybe someone with a stronger amateur engine could try this idea too? If you are already doing what Crafty is doing, it should be trivial to make changes. For instance, I have something like this now: if (curMove->move.bits==game->ply [ply].killer.move1.bits || curMove->move.bits==game->ply[ply].killer.move2.bits) { curMove->priorityScore+=KILLER_MOVE_BONUS; continue; } if (curMove->move.bits==game->ply[ply+2].killer.move1.bits || curMove->move.bits==game->ply[ply+2].killer.move2.bits) { curMove->priorityScore+=KILLER_MOVE_BONUS; continue; } if (ply >= 2) if (curMove->move.bits==game->ply[ply-2].killer.move1.bits || curMove->move.bits==game->ply[ply-2].killer.move2.bits) { curMove->priorityScore+=KILLER_MOVE_BONUS/2; game->stats.extraCounter1++; continue; } if (ply >= 4) if (curMove->move.bits==game->ply[ply-4].killer.move1.bits || curMove->move.bits==game->ply[ply-4].killer.move2.bits) { curMove->priorityScore+=KILLER_MOVE_BONUS/4; game->stats.extraCounter2++; continue; } Artem
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