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Subject: Re: "Obvious Recaptures"

Author: Álvaro Begué

Date: 21:35:58 08/31/04

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On August 31, 2004 at 21:12:50, Dan Honeycutt wrote:

>On August 31, 2004 at 20:37:00, Rick Bischoff wrote:
>
>>Hello all,
>>
>>This question is about time management.  But first, a little side note-- I am a
>>patzer and I scratch my head at the most obvious of tactics.. That being said, I
>>KNOW when captures are obvious recaptures--
>>
>>My engine right now is using code based on the idea from TSCP to use "Time
>>Left/30" for every move-- mine is actually a little bit different, if it is
>>before move 10 use "Time Left/60", everything after that until move 60 use "Time
>>Left/30" and after move 60 use "Time Left/20";  But, unlike TSCP, I don't just
>>stop after this time is elapsed. If my score is less than the previous depth's
>>score by a certain amount (and I am not already winning by a rook or more), I
>>keep searching until I complete the current depth or I reach a maximum time per
>>move threshold.
>>
>>That is all just superflous though, because the engine WASTES time searching
>>when the recapture is obvious-- how can you describe such a concept in code?
>
>If it looks like an obvious recapture set an easy_move flag.  Start your search.
> If anything untoward happens (root fail hi, fail lo, new best move) turn off
>the flag.  If, after your time allocation is about half used, the easy_move flag
>is still set return the move.
>
>Dan H.

I use a refinement on that. I do full-window searches for all moves at depth 1.
I then know what the difference is between the best move and the second best
move at depth 1.

if difference <= 100       then easy_move_level = 0
if 100 < difference <= 250 then easy_move_level = 1
if 250 < difference <= 450 then easy_move_level = 2
if 450 < difference        then easy_move_level = 3

As Dan described, if anything funny happens in the search, I set easy_move_level
to 0. Otherwise, I am allowed to use 1/2 of the desired time for easy_move_level
1, 1/4 for easy_move_level 2, and 1/16 for easy_move_level 3.




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