Author: Mike Adams
Date: 08:48:59 10/04/00
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I look forward to the day when Pulsar runs on a 2 gigahertz machine or better. But two points. First i think that two programs that search the same depth about play each other the one with the better evaluate should win. This is not always true because even if there at the same speed if one makes better use of extensions i would imagine it would have the advantage. Second is that even if hardware improves greatly, in engine vs engine battles on the same hardware if one is a more effecient searcher or a faster searcher in nodes per second it should have the advantage all other things being equale. Do you have any suggestions for the obvious next thing to work on to get more depth? I use move ordering in this order: first hash move if available, second captures and in this i order most valuable capture least valuable piece and if two captures score the same value by that ordering method i give a slight advantage to one if its a recapture, third killer moves i use 2, the last two moves that produced alpha cutoffs. I imagine i should probably play the hash move if possible before generateing moves i think i'll try that and see if it increases speed. I also use R2 Null Move and futility pruning in search and qsearch. I've done some web site research the next best thing it seems to me is to ponder. I could also do a windowed search and history table but I havent heard that they improve things much. Also i'm trying to improve nodes per second by making some algorithms faster. See my post about nodes per second above for some problems i'm having. Normal nodes per second is 15K to 30K but sometimes it drops as low as 2K for no reason. Maybe hardware problem? Any suggestions are welcome. I dont expect a detailed analisis of my methods and how to improve them but if you have a couple of bullet points as to what direction to move in or what to possibly change it would be appreciated. thanks Mike Adams
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