Author: Gerd Isenberg
Date: 13:31:41 04/05/04
Go up one level in this thread
On April 05, 2004 at 16:29:00, Gerd Isenberg wrote: >On April 05, 2004 at 15:51:43, Robert Hyatt wrote: > >>On April 05, 2004 at 15:02:56, Gerd Isenberg wrote: >> >>>On April 05, 2004 at 14:11:34, Robert Hyatt wrote: >>> >>>>On April 05, 2004 at 12:27:50, rasjid chan wrote: >>>> >>>>>On April 05, 2004 at 11:05:30, Robert Hyatt wrote: >>>>> >>>>>Thanks, but I don't need to test yet as you have tested ! >>>>> >>>>>I think using nodes searched should be good. >>>>>If a move fails low with very few nodes searched, it probably >>>>>mean being rejected easily, so sort low. >>>>> >>>>>Rasjid >>>> >>>>Correct most of the time. Sometimes a move will have a high node count just >>>>because there are lots of checks and extensions. But I've been sorting by node >>>>counts for 15+ years with good results, of course forcing the PV move to always >>>>be at the top regardless of its node count... >>>> >>> >>>I use node count per root move too. >>>What about following "enhancement": >>>If PV changes, to store (some) "previous" PV moves and to use them early after >>>current PV move, regardless of their node counts? >> >> >>It is worth testing. It didn't work for me in crafty or Cray Blitz, but it >>might work for another program. I always had the best luck overall by just >>using pure node counts... >> >>It helps the most when there is a "best" move that you won't find until deeper >>depths. It will percolate up the list, iteration by iteration, so that it is >>near the top on the iteration where it becomes best. I also use this >>information in my parallel split/dont-split at the root adaptive algorithm in >>Crafty... > > Yes, exactly my experience. Anyway i occasionally noticed a former PV move had low node count (e.g. a forced draw line) but a new PV move suddenly fails below draw score. Im such cases trying the "safe" drawline earlier may help to save some time.
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