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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