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Subject: What do you do in "hard" positions?

Author: Walter Faxon

Date: 16:31:27 04/06/05


In a recent thread (http://www.talkchess.com/forums/1/message.html?419679), the
problem of on-line lookup of 6-man endgame tablebases was discussed.  The
consensus was that for computer play, you could (maybe) load blocks of related
positions from near the root, not make individual requests for the value of
specific positions, since even fast net access is a snail compared to a good
hard disk.

Either way, it takes a good block of time.  To a much lesser degree, even
looking up the hash value for the current position can lose if its cache line
isn't already loaded.  Main memory lookup can require hundreds of processor
cycles on modern hardware.  (Probably a reason why Hyper-Threading(R) technology
works so well for computer chess.  When one thread stalls the other might be
able to continue.)

In between is the standard situation where a particular position in the tree has
multi-depth subsearches returning with widely varying scores and suggested
moves.  You've reached a "hard" position.  Or maybe before you've done any
searching on a position, you've somehow statically determined that it is "hard"
(like it will require a disk lookup).  Either way, what should you do?

My question is:  Is it ever reasonable to just say "I'm going to leave the
evaluation of this position until later, if necessary."  And continue the
search.  It is possible and in many cases likely that the remaining search will
cut off at least some of the hard positions, and you will discover that you
never really needed to evaluate these in the first place.  Maybe the search tree
could be marked so that when the "easy" search has been completed you can then
return to try to understand the remaining hard positions, in an order of how
they affect the remaining tree.

Has anybody written code that addresses this?

-- Walter



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