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Subject: Re: Forced moves

Author: Robert Hyatt

Date: 20:07:51 07/29/99

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On July 29, 1999 at 21:47:26, Peter McKenzie wrote:

>On July 29, 1999 at 20:54:08, Bruce Moreland wrote:
>
>>
>>On July 29, 1999 at 18:58:12, Ian Osgood wrote:
>>
>>>Do other program authors curtail the search when there is a forced move at the
>>>root?
>>>
>>>How do you detect that a root move may be forced?
>>>
>>>Could you compare the values of the best and second-best root moves after a
>>>search iteration to detect a forced root move?  (Granted, the second-best score
>>>won't be accurate due to alpha-beta, but I figure that if the difference was
>>>greater than a queen's value, you could still conclude that the best move was
>>>forced.)
>>
>>The only sure way to do this is if there is only one legal move.
>
>Another safe one is if you figure out that all other moves get mated instantly.
>I don't do that yet in LambChop, but it doesn't sound too hard.


How would you discover this?  You get a score for the first move (the one you
think is obvious) and all the rest fail low and return alpha.



>
>If all other moves return a mate score, its probably a pretty good heuristic to
>play the move that doesn't.  This could lead to allowing a quicker mate
>sometimes (due to extensions etc) but I think I'd be comfortable with that risk
>:-)
>
>>
>>Any other technique is going to leave you open to cases where you can make
>>mistakes, and I'm sure there are cases where you'll miss a win or make a losing
>>move, and you won't do this if you'll think longer.
>>
>>If you decide that you can live with walking into losses and missing wins, the
>>first question is why did you decide that you can live with this.
>>
>>One reason is to impress the humans, or avoid having them call you stupid.  This
>>is a valid reason, in my opinion.
>>
>>Another reason is that you save time on the clock this way, and in a computer vs
>>computer game with both sides thinking on the opponent's time, you could
>>initiate a sequence of instant moves this way, rather than walk into a situation
>>where your opponent has a sequence of instance moves.  I don't know if the
>>strength gain is higher from catching mistakes, or having extra time or going
>>for an instant-move sequence, but I'll bet on the latter.
>>
>>Now the question is deciding what is forced. An obvious clue is that the search
>>sticks with one move more or less forever.  Another clue might be that all of
>>the other moves can be refuted in a small amount of time, but I haven't
>>experimented with this.  And if you need to restrict this because you are doing
>>forced moves that aren't really forced, you can restrict it so that you only do
>>this if the program wants to make a recapturing move.
>>
>>bruce



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