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Subject: Re: It's working now and BOOM!!

Author: José Carlos

Date: 06:16:46 11/21/01

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On November 21, 2001 at 08:48:25, Gian-Carlo Pascutto wrote:

>On November 21, 2001 at 03:11:32, José Carlos wrote:
>
>>  I used to limit it in the first versions of my program. Some day I commented
>>here and Christophe told me something like "there must be something broken in
>>your program; don't limit the qsearch, you'll save nodes because of the better
>>information".
>
>I fail to see how a 32 ply quiescent search will save nodes by giving
>better information to a 2 ply nominal search.

  It's a benefit-general-case decision. Of course you can find weird positions
where 30 (never 32) captures will follow but, how many of these do you find in a
real game?
  The "better information" thing means, I belive, better move ordering.

>>  I fixed my problem (move ordering) and have been working perfectly since then.
>>I also did extensive testing some time ago and non-limiting-qsearch version got
>>better results.
>I'll test it in my program too (not now, it's on the dissection table :)
>but keep in mind that there are several ways to limit the quiescent search,
>and quite a bit of them are wrong.

  What I used to do is limit depth. And that proved wrong _in_my_program_. Best
thing to do is testing. And best testing method is a combination of games+tests.
  I have a machine running games night and day (I can't afford two to test
pondering). This proves really useful. I've noticed a 300 elo improvement since
v0.32 and, for the different betas of v0.33, I see a few points increase. Not
perfect, but very useful.

  José C.

>--
>GCP



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