Aha. your reply to his question followed _my_ post, which was what caused the confusion...hgm wrote:bob wrote:Not sure what you are replying to.hgm wrote:Code: Select all
thisScore = -Search( depth - 1, -beta, -alpha, ply + 1, pvMove ); pvMove = FALSE;
micron wrote:How would you improve this textbook pseudocode?Code: Select all
thisScore = -Search( depth - 1, -b, -alpha, ply + 1 ); if ( thisScore > alpha && thisScore < beta ) thisScore = -Search( depth - 1, -beta, -alpha, ply + 1 );
The strengths and weaknesses of PVS
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Re: The strengths and weaknesses of PVS
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Re: The strengths and weaknesses of PVS
Quite often there is not a "best move". There are several. But in any case, as I said, I removed IID from Crafty because it actually made it slightly stronger when testing on my cluster. That's my standard of measurement nowadays, how does something do in a large number of real games against different opponents using different starting positions.Edmund wrote:At a PV node you are not interested in a move that is "good enough" as searching the best move first will improve the bounds and make all the following searches more efficient.bob wrote:Not sure what you are replying to.hgm wrote:Code: Select all
thisScore = -Search( depth - 1, -beta, -alpha, ply + 1, pvMove ); pvMove = FALSE;
But my point was, that in real game testing, when you don't have a hash move along the PV (which is not very common) it seems that most of the time a non-losing capture or a killer move is good enough, and those come with less effort than an IID search. In single positions, IID usually wins when it is used and doesn't hurt when it is not.
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Re: The strengths and weaknesses of PVS
Well, this is how it works in flat view. They appear in chronological order. In threaded view my post was following the one it reacted to.bob wrote:Aha. your reply to his question followed _my_ post, which was what caused the confusion...