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Subject: Re: Avoid perpetual check?

Author: Uri Blass

Date: 14:01:40 09/04/04

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On September 04, 2004 at 16:56:33, Michael Henderson wrote:

>On September 04, 2004 at 07:01:05, Uri Blass wrote:
>
>>On September 03, 2004 at 22:55:43, Robert Hyatt wrote:
>>
>>>On September 03, 2004 at 19:38:52, Jarkko Pesonen wrote:
>>>
>>>>did Kramnik win after Ne3.
>>>>
>>>>I modified crafty so that if there are 10 checks by one side in a row
>>>>it evaluetes the position as draw.
>>>>
>>>>Is there some limit in your opinion that would be realistic where
>>>>there could be more checks(10 or more in a row) in real game which is
>>>>not a DRAW
>>>
>>>There is probably a workable idea buried in there somewhere.  IE maybe not just
>>>dropping the score to zero, but after N consecutive checks start reducing the
>>>eval to encourage a non-checking move if it is possible, else let it reach zero
>>>pretty quickly...
>>
>>I do something similiar but I think that programs that use hash for pruning may
>>have problems with it because it means evaluation dependent in the path
>>and it may return almost draw score for position not because it is a draw but
>>because of some non optimal line that it searched.
>>
>>Using draw score also can cause similiar problems for the same reason.
>>
>>Uri
>>
>>Uri
>
>What programs don't use hash for pruning or when don't they use pruning?

Movei does not use hash for pruning.

Uri



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