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Subject: Re: A New Approach to Draw Detection by Move Repetition in Computer Ches

Author: Ed Schröder

Date: 07:14:51 07/30/04

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On July 29, 2004 at 17:34:11, Christophe Theron wrote:

>On July 29, 2004 at 14:07:10, Robert Hyatt wrote:
>
>>On July 29, 2004 at 06:26:52, Gian-Carlo Pascutto wrote:
>>
>>>http://arxiv.org/ftp/cs/papers/0406/0406038.pdf
>>>
>>>I stumbled onto this when doing a search for Axon.
>>>Not seen it mentioned here yet.
>>>
>>>They also have a paper about hashing out which I can't
>>>download.
>>>
>>>--
>>>GCP
>>
>>
>>Doesn't strike me as particularly interesting.  IE it almost seems that they
>>don't realize that most programs store positions in a repetition list as 64 bit
>>Zobrist integers...
>
>
>
>Actually I think it might be interesting.
>
>Recently, when I was rewriting the core of the Chess Tiger engine, I realized
>that I could get even more speed by not computing the hash keys during the
>quiescence search for example.
>
>In my case, it would have meant some more changes in the engine and the way I do
>QSearch. But for some programs, it could be interesting.
>
>The problem then is how do you check for repetitions?
>
>If you allow checks and escape from checks in your QSearch, and if you actually
>extend them in some way, you have to detect repetitions.
>
>So a lightweight, hash key free, repetitions detector is a must in this case.

Father Christophe,

For QS in the case you are using checks consider to compare moves only as most
repetitions go as follows:

  Qh6-g6+ (depth-3)
  Kg8-h8  (depth-2)
  Qg6-h6+ (depth-1)
  Kh8-g8  (depth+0) -> current position

  if (from[depth+0]==to[depth-2] && to[depth+0]==from[depth-2]
   && from[depth-1]==to[depth-3] && to[depth-1]==from[depth-3]) -> draw

I have used this in my 6502 days in QS only and it worked like a charm.
Regarding speed (IMO) nothing can beat this because in 90% of all cases the
first compare will fail, so actually you are doing just one compare in 90% of
all QS cases.

Ed (grandfather)



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