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Subject: Re: Speed and horizont effect

Author: Robert Hyatt

Date: 08:31:06 01/21/00

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On January 21, 2000 at 11:23:19, José Carlos wrote:

>  Averno has a very slow move generation. Although I know I have to face this
>problem soon, I'd like to try some methods to avoid the horizont effect, that
>causes me lots of headaches.
>  How did old machines (Forte/Super Forte, Mephisto Almeria/Portorose, etc...)
>that ran in very slow hardware avoid this problem?
>  I don't think null move can help me, since my prog sees 4-6 plys in midgame,
>so I can't apply null move at so shallow depth (am I wrong about this?). I
>implemeted hash tables, that improves move ordering, but hash tables are not
>magic.
>  About extensions, I implemented checks and recaptures, but since my prog had
>problems in long series of captures, I define recapture as a capture after
>another, not necessaryly reestablishing the material imbalance. As well, I
>extend a full ply in recaptures, since in a so shallow depth, it is very
>difficult to find four captures (most people extend 3/4 ply in recaptures,
>right?).
>  Extensions help, but I still got problems with horizont effect.
>
>  Any suggestions?
>
>  Thanks in advance.
>
>  José C.
>
>PS.: I use PVS and Aspiration search.


The solution to the horizon effect is depth.  And extensions.  The most common
horizon effect type of move is a check, which constrains the opponent to react
to the check, and removes 2 plies from the depth.  Extend on the check and you
cut the loss by 1 ply.  A capture/recapture is the next most likely cause, as
a capture must either be followed by the recapture, a different capture to
maintain material balance, or a check.  Again you lose 2 plies.  And extending
on a capture/recapture pair will recover one of those plies.  The capture,
check, get out of check, recapture group of moves is harder of course...



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