![]() ![]() Move ordering effort might be controlled by considering draft and/or plies from root. ![]() Since we don't know in advance (otherwise we wouldn't search at all), and expected All-nodes may become Cut-nodes, move ordering is an issue as well, but usually with less effort for late moves. due to check extensions.Īt confirmed ALL-nodes with null windows, move ordering didn't care that much. with huge material advantage, we like it as cheap as possible, but not necessarily a huge subtree with f.i. However, in situations where multiple moves may cut, e.g. Move ordering is crucial at expected and confirmed Cut-nodes, since it is important to fail-high as early as possible, as best with the first move, as in greater than 90% of all fail-high nodes. Move ordering and scoring effort might be controlled by expected Node Types.Īt PV-nodes move ordering is very important, since the best alpha-increase as early as possible makes further search cheaper, due to narrower windows in Alpha-Beta, while in PVS later but better moves require re-searches of the null window scout. But if a losing capture fails high for some reason, we have saved the effort to generate, and more importantly to search other non-captures at all. Otherwise, obviously losing captures are likely refuted cheaply. Such as pins, batteries, discovered attacks and overloaded defenders. They are kind of forced, and one possibly has to deal with all kind of tactical motives and interactions, one may not consider in move ordering. ) Depending on the implementation, the board representation, whether and where SEE is used, the extension policy ( recapture extensions) and other stuff - many programmers favor losing captures before other none-captures - directly behind the killers.Non-captures sorted by history heuristic and that like.Killer moves (non capture), often with mate killers first. ![]() PV-move of the principal variation from the previous iteration of an iterative deepening framework for the leftmost path, often implicitly done by 2.For performance reasons, a lot of programs try to save the move generation of captures or non-captures at expected Cut-Nodes, but try the hash-move or killer first, if they are proved legal in this position.Ī typical move ordering consists as follows: Exceptions are the Root and further PV-Nodes with some distance to the horizon, where one may apply additional effort to score and sort moves. and Levente Kocsis et al.Īfter move generation with assigned move-scores, chess programs usually don't sort the whole move list, but perform a selection sort each time a move is fetched. Move ordering (as well as Time Management) is an interesting application of Neural Networks, as introduced by Kieran Greer et al. These techniques are well known theoretically for non-captures, but not all programmers use them: Dedicated Piece-Square Tables only for move ordering.Static Exchange Evaluation abbreviated as SEE.MVV-LVA - Most Valuable Victim - Least Valuable Aggressor.Otherwise following heuristics may used, concerning the order of captures: Internal Iterative Deepening - if no hash move is available, likely only at PV-Nodesįor captures (if any), a simple, but quite efficient heuristic is (re)capturing the last moved piece with the least valuable attacker.Hash Move - stored move from Transposition Table, if available.PV-Move from the principal variation of the previous Iteration.That could make for some interesting research, although the danger of cheaters weaponizing the results would hopefully deter many researchers from pursuing it.Following techniques are common in finding a good first move And/or as mentions, as a training opponent. ![]() OTOH I could imagine some people might be curious to see if they could teach an engine to play more like a human, or play more like a particular human. Not purely technical challenges if someone set that as a goal. Or that for most people it's a somewhat less interesting goal than making a strong chess engine by any means possible. So I think a significant part of what prevents that from happening is the ethics / moral code of many software developers. Most people actively don't want that and would avoid doing so, even though there might be other uses (like for training, to play against a human-like opponent, if it's good enough to really play human-like, not just sneak under the anti-cheat radar). Especially if you have a good idea what an engine-detector is looking for, you could maybe do some machine-learning training of algorithm against algorithm until you had one that could make good moves that didn't get detected as different from a given player's normal play.īut that would require someone to be interested in spending a bunch of effort to make software whose main use-cases included letting people cheat undetectably. Some of those things are possible in theory. ![]()
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