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Subject: Re: Should an engine using SEE beat another not using it?

Author: Tony Werten

Date: 11:48:50 01/27/01

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On January 27, 2001 at 14:30:18, Severi Salminen wrote:

>Hi!
>
>I made a few test games between a version of my engine using SEE and another
>using just MVV sorting. I played only a few (24) games and time control was
>5min/G and in 8 games 1min/G. The result was 12-12! Is this possible, normal, or
>do I have a bug? I would have guessed that the SEE version had beat the hell out
>of the other but that never happened. It seems that SEE slows things down a lot
>and the net result seems to be that it searches equally deep compared to the
>other version. Has anyone here measured the true benefit of using SEE? Could you
>show me positions in which SEE makes a big difference or could you run self-test
>games between two versions of your program? Are there positions where SEE hurts
>searching? I really like to know if SEE is worth it? I have a relatively slow
>computer (300Mhz Celeron, Crafty running at 80KNPS) so could time control and
>overall speed have influence on this?
>
>Any comments are welcome!

Well, in that case...

Using SEE or MVV for sorting doesn't really make difference. The advantage of
SEE is that in Qsearch you can skip loosing captures. ( SEE says <0 )

You can only use this however if (AFAIK) you have a simple (fast,small) qsearch.
In XiniX is wanted to include checks in Qsearch and couldn't get any advantages
from SEE (it was worse ).

As far as a relation to computerspeed, there is still a lot of discussion. One
opinion ( wich I tend to agree with ) is that if you have a smaller branching
factor ( but a slower searcher ) you gain more from a faster computer.

ie if we reach the same ply in a certain time and I have branchingfactor 2 and
you have 3, I only need to double the computerspeed to get an extra ply, you'll
need to triple it. Unfortunately branchingfactors seem to be going up the deper
you search so this doesn't have to be sure.

cheers,

Tony

>
>Severi



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