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Subject: Re: quiesce node explosion

Author: Uri Blass

Date: 05:53:12 01/25/04

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On January 24, 2004 at 20:28:33, Anthony Cozzie wrote:

>On January 24, 2004 at 18:24:35, Uri Blass wrote:
>
>>On January 24, 2004 at 17:58:54, Anthony Cozzie wrote:
>>
>>>On January 24, 2004 at 15:57:50, Mike Siler wrote:
>>>
>>>>In an average middlegame position, around 80-85% of the nodes my program
>>>>searches are quiesce nodes. I have a static exchange evaluator and I only search
>>>>captures with SEE value > 0. It seems like other engines are always under 25%
>>>>qnodes. What else should I be doing to reduce these numbers?
>>>>
>>>>Michael
>>>
>>>Zappa has similar percentages.  Only engines that forward prune will have 30%
>>>qnodes.
>>>
>>>anthony
>>
>>It is dependent on the definition of qnodes.
>>
>>Mike did not use the right definition but if I remember correctly  even tscp has
>>not more than 30% qnodes based on the right definition.
>>
>>Engines that use checks and other moves in the qsearch may have more than 30% if
>>they do not do a lot of pruning.
>>
>>Uri
>
>
>It is difficult to see what definitions are possible other than
>
>int quiescense(...)
>{
>   quiescense_nodes++;
>
>}
>
>anthony

Easy to see

Quiescense calls make move so you can have
quiescense_nodes++; only when you make a move after Quiescense.

A lot use that definition.

The point is that you want to know how many additional nodes you search because
of the quiescense relative to the case that you have accurate SEE so you do not
need qsearch.

Your definition simply gives uninteresting information from my point of view.

Uri



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