Author: chandler yergin
Date: 15:08:18 01/03/05
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On January 03, 2005 at 13:26:53, Ulysses Omycron wrote: >>>The problem with this methode is that you can miss a good move at the first move >>>because of a deep fail high, this kind of thinks can happen especially when a >>>king is in open air ... >>> >>>With your method it's very difficult to find a move like : Nxh6 ! >>> >>>r3qb1k/1b4p1/p2pr2p/3n4/Pnp1N1N1/6RP/1B3PP1/1B1QR1K1 w - - 0 1 >> >>Bad example, I should chose a deeper one ... > >The method I described above has been proved wrong by Uri. > >But he gave me lots of ideas about making a better and faster DPA, based on the >fact that hash tables can save lots of time, and that you should only increase >the Branches if you think a good move it's not being considered IMO that's nonsense! A Human should consider ALL candidate Moves! Multiple Lines do that! (But don't imput >it yourself! That's cheating ;) > >I will report the best way of using DPA as I'm finding it, it seems flawlessish >(Only flaws are it takes much more time... But you used 9 days... Other one is >that it doesn't handle transpositions well, so you end with duplicated lines, >but hash takes care of giving them different scores; And the last flaw it's when >you search the same position again to the same move, it won't update its score >even if you searched it more deeper [plywise], but this is solved by removing >the Engine's commentary). > >I still have to find a testposition that fails to be analysed by DPA, all Uri >gave me is positions in where the best move is there blinking and glowing, so >it's very hard to ignore and Shredder finds it at ply 19 (Or much before) even >with 24x4 branches (That takes around 10 minutes on my computer). > >So, I hope you get nice gifts next party :)
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