Author: Mike S.
Date: 02:52:14 02/06/06
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I recommend to make a compromise (don't bother to continue reading if you do not accept compromises :-)) 1. In GAMES*, do NOT use all giant tbs. you can get. I recommend a subset, all 3- and 4-piece tbs. and all KR?-KR (incl. KQR-KR) 5-piece tbs. Rook versus rook endings are the most important in practice. So, you would get most of the practical benefit and at the same time, escape from the slowdown effect which would be caused by the other 5-piece tbs. you don't use then. (Pure pawn endings are of course very important too, but easier to calculate in conjunction with the 4-piece support.) *) Analysis of late endgame positions is of course a different topic; I use online ressources which offer up to 6-piece tbs. (which I do not have installed) to check such positions. In addition to all 70 3- and 4-piece tbs. files (~30 MB) these are the files 01.06.2001 01:00 14.061.624 kqrkr.nbw.emd 01.06.2001 01:00 28.475.167 kqrkr.nbb.emd 01.06.2001 05:00 11.267.500 krrkr.nbw.emd 01.06.2001 05:00 17.169.632 krrkr.nbb.emd 01.06.2001 05:00 16.970.339 krnkr.nbw.emd 01.06.2001 05:00 5.584.441 krnkr.nbb.emd 01.06.2001 05:00 17.189.887 krbkr.nbw.emd 01.06.2001 05:00 4.338.256 krbkr.nbb.emd 01.06.2001 06:00 68.946.403 krpkr.nbb.emd 01.06.2001 06:00 81.247.218 krpkr.nbw.emd (~265 MB) 2. Use a larger tbs. cache. I recommend 32 MB. Some believe this is not necessary and the Windows cache handles everything much better. Make your own choice. 3. I assume that evals from tbs. hits are stored in the hash tables just like any evals are. That would mean, large hash tables help to reduce the tbs. slowdown effect too, again assuming that hash is always probed first no matter if it is a tbs. position or not. (Of course, take care to not make them too large, IOW avoid memory swapping.) I'm not 100% sure about point (3.); maybe programmers can check if my assumptions are correct? Regards, M.Scheidl
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