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Subject: Re: Sorry for the useless method I suggested...

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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