next up previous contents
Next: Appendix 2. The two Up: No Title Previous: Acknowledgements

   
Appendix 1. Quiescent Two Ply, Three Ply and Four Ply Search Likelihood Function

Opponent is the opponent at one ply, and Player is the player at one ply.

Some definitions:

\begin{eqnarray*}P_{i_1 i_2 \ldots i_d} & = &
\hbox{position resulting from $P$...
.... and also makes early checkmates better than late ones);} } \\
\end{eqnarray*}


For $h\ge1$, define

\begin{displaymath}v_h(P_{i_1 i_2 \ldots i_h}) =
\left\{
\begin{array}{l}
0, ~~~...
... i_h}$\space is neither won nor quiescent.}
\end{array}\right.
\end{displaymath}

At h-ply distant from P the function $v_h(\_)$ assigns the values to positions. The ordinary evaluation function, where the value is calculated from the $\lambda $ values and the attribute values is given by $v(\_)$. The summations are over all moves ih+1 that can be made in position $P_{i_1 i_2 \ldots i_h}$. Note that $v_d(\_)$ never equals the last of the possibilities listed above, since all non-won non-quiescent positions at d-ply are evaluated using $v(\_)$. This is purely because a certain maximum search depth has been set.

The move from position P is chosen probabilistically according to

\begin{displaymath}\mbox{Pr(move $i^*(P)$ )} = \frac{\exp\left(\sigma_1(P) v_1(P...
...ight)}
{\sum_{i=1}^{m} \exp\left(\sigma_1(P) v_1(P_i)\right)}.
\end{displaymath}

In the advanced method of minimum one ply maximum four, d=4 is used as the maximum, and P itself is always fully searched to at least the minimum of depth 1 (so is treated as non-quiescent).

This gives our likelihood for a single position P. For a set of positions, $\mathcal{P}$, we use the likelihood

\begin{displaymath}\prod_{P \in \mathcal{P}} \mbox{Pr(move $i^*(P)$ )} .
\end{displaymath}


next up previous contents
Next: Appendix 2. The two Up: No Title Previous: Acknowledgements
Richard A O Wallbrink
2000-11-07