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Subject: Re: PV code?

Author: Peter Fendrich

Date: 10:32:21 05/02/99

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On May 02, 1999 at 12:14:55, Pham Hong Nguyen wrote:

>I saw in the "PV Search" message of Peter that PV code like this:
>
>       move PV[MAXPLY] [MAXPLY];
>       ...
>       PV[ply][0] = bestmove of this node;
>       for (ix=1; PV[ply+1][ix-1] != 0; ix++)
>	   PV[ply][ix] = PV[ply+1][ix-1]
>       PV[ply][ix] = 0;
>
>
>I tried other way like this:
>       move PV[MAXPLY];
>       ...
>       PV[ply] = bestmove of this node;
>
>And I found that some time my code is better, some time is worse than first. So
>It makes me very confusion which is the best.
>
>Did I do some thing wrong? Could someone give me some suggestions?
>
>Thanks in advance,
>
>Pham Hong Nguyen

The second alternative shouldn't work at all...
It looks more like a Killer mvoe table. The PV has to be a move sequence of the
best moves from both sides when they are doing their best. That sequence is a
legal set of moves possible to play on the board. Let's say that you save the
best move at some node at ply[5]. That is the best answear to the last move
played at ply=4. When you have finished the current node at ply=5 you are coming
bak to ply=4 again and trying a new move. Now when going down to ply=5 let's say
that you find a real killer that fails high. This move is saved in
Ply[5] and we comes back to ply=4 again. Here we know that the move (ply=4)
wasn't as good as the one before.
What do we have now? Ply[4] with the move before but Ply[5] with the move that
killed the last move at ply=4.

When doing the first alternative, be careful! I don't know how you are handling
the root-node, alpha-beta windows, re-search and things like that but you should
save the full PV somewhere else because the Ply table might be overwritten each
time you start a new search.
The full PV is the line
for (i=0; ply[i][0] != 0; i++) PrintMove(Ply[i][0]);

//Peter




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