PK-4 wrote:I was intrigued by the beauty of the problem and the failure of strong engines to find the right move b8a6 with deep search. So I added some code to the endgame knowledge base of my engine as described by the following pseudocode:
Not surprisingly, my engine now finds b8a6 at search depth of 3.Code: Select all
//nobles are N,B,R,Q if(lone rivalside king) { if(all ownside pawns on one rookfile) { if(ownside has no nobles or only bishop of wrong color) { if(rivalside king stands on or adjacent to queening square) return DRAW; } } } //Q. Why do the indents disappear?
bugs in hash tables
Moderators: hgm, Rebel, chrisw
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- Posts: 3196
- Joined: Fri May 26, 2006 3:00 am
- Location: WY, USA
- Full name: Michael Sherwin
Re: bugs in hash tables
If you are on a sidewalk and the covid goes beep beep
Just step aside or you might have a bit of heat
Covid covid runs through the town all day
Can the people ever change their ways
Sherwin the covid's after you
Sherwin if it catches you you're through
Just step aside or you might have a bit of heat
Covid covid runs through the town all day
Can the people ever change their ways
Sherwin the covid's after you
Sherwin if it catches you you're through
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- Joined: Fri Mar 10, 2006 10:06 am
- Location: Amsterdam
- Full name: H G Muller
Re: bugs in hash tables
OK, I see. To implement takeback I remember all moves since the game started (which you have to do anyway, as a hashkey alone doesn't allow you to reconstruct the position). An undo is than performed as starting a new game, and force the first N-2 or N-1 moves.Uri Blass wrote:It is correct that I only need the last 50 non reversable moves for repetition but I want also to support analyze when the human can take back moves and having one big table for all the game is the simplest solution.
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- Joined: Thu Mar 09, 2006 12:37 am
- Location: Tel-Aviv Israel
Re: bugs in hash tables
correct but when I have one table for zobrist keys the takeback is more simple because I do not need to calculate the zobrist key when I undo move and it is enough to calculate it when I make moves.hgm wrote:OK, I see. To implement takeback I remember all moves since the game started (which you have to do anyway, as a hashkey alone doesn't allow you to reconstruct the position). An undo is than performed as starting a new game, and force the first N-2 or N-1 moves.Uri Blass wrote:It is correct that I only need the last 50 non reversable moves for repetition but I want also to support analyze when the human can take back moves and having one big table for all the game is the simplest solution.
Uri