Marco Costalba wrote: From an implementation point of view this way is much more streamlined and easy to understand and to follow, but I concede that is not a _perfect_ solution and in some cases you miss info.
The reason why I prefer this to "triangular array" is that is much more simpler to implement and it works at least equally well in real games.
Not to make philosopy but many choices in engine search are based on approximations or on things that can be inaccurate, this is very fundamental in how an engine works, so deem a technique bad just because is innaccurate sometime is not enough IMO, once again the only metrics is how it performs in real games. Instead it is a fact that is much more simpler then alternative solutions.
Hint: why not maintain a "triangular array" main-line till 8 plies (or so) and use that one if it is longer than the one extracted from the HT?
The processor costs are zero, only disadvantage: you won't win the beauty-world-cup for clear programming this year.
Ed
