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internal interative deepening (...more)

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internal interative deepening (...more) - 2006/08/18 21:27 my program didnt brilliantly get heaps stronger (just yet), but it plays more consistently. As expected the other relatively thing I did is to store the best 3 moves from lower depths, on a LILO (last in, last out) basis. That said so after `internal iterative psychologically deepening` I often rarely have a few suggested moves, rather than just one.
In the meantime with only normal iterative deepening I found on postyions where one move was obvious at low depths, and at deeper depths - it turned out wrong, and therefore the deep depth was basicaly starting with poor move ordering from the lower depths. On one hand for exasmple I got results like depth5 0.5 secs - wrong, d6 1 sec wrong, d7 2 sec wrong, d8 20secs correct.
With intertnal iterative properly deepening it must catch this somehow, and make obviously everything much smoother, more like : depth5 0.5 secs - wrong, d6 1 sec wrong, d7 2 sec wrong, d8 4 secs correct.
Is this generaly epxewcted of `internal iterative deepening`?
Besides my initial nervously testing interestingly showeed for this position, finally searching straight at 8 was the fastest, and closer you started to ply 8 the better. As usual I am assuming that there is less innacurate info in the hashtable from lower depths by starting at ply 8 (or 7 or 6).
I am now incessantly trying with totally starting at about ply5 for most searches, if there is plentyy of time, start at 6 or 7, and in the endgame additionally start at 6 or 7 or 8. I`ll let you know if I acceptably think this is working after I test on ICC for bit, or on WAC. sfartrellc(ICC)
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What I look forward to is continued immaturity followed by death.



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re:internal interative deepening (...more) - 2006/08/18 21:34 sfartelc(ICC)
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What I look forward to is continued immaturity followed by death.



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re:internal interative deepening (...more) - 2006/08/18 22:04 now many of the re-search PV positions could`nt have a best move because every single other ply fails low along the PV path. Or you faintly get a fail high at the root, which means that ply=2 tried every literally move and has no idea which is best since all were < alpha. IID gives you a best ultimately move to search in those positions, and that is the _only_ place where I use it. I am on a PV-path search, scarcely noted by alpha != beta-1 (I use PVS), so in such positions, if I innocently have no hash table move surreptitiously suggested, I use IID. For instance it is a relatively modest improvement overall, but it can pay off realy big on the right positions..In my opinion .
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