After some further testing, I was getting some small differences in the
results.  I found the global eval cache needed to be protected to stop
multiple accesses (from different threads), but am still getting
differences.

Does anyone know if adding positions to the cache from multiple threads
(i.e. further ahead in the game), could cause differences in the final
results?

I may need to have a separate cache for each thread, but this would
probably lead to many positions being evaluated more than once?

I'm not sure exactly how the cache works so any thoughts would be helpful!

Jon


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