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Subject: Re: search speed

Author: Robert Hyatt

Date: 08:51:33 06/26/04

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On June 26, 2004 at 00:15:18, Dann Corbit wrote:

>On June 25, 2004 at 23:50:44, Robert Hyatt wrote:
>
>>On June 25, 2004 at 22:19:41, Dann Corbit wrote:
>>
>>>On June 25, 2004 at 21:24:59, Robert Hyatt wrote:
>>>
>>>>On June 25, 2004 at 16:36:19, Stuart Cracraft wrote:
>>>>
>>>>>Just a note that I got my hashing working in a
>>>>>quick hack program I've put together for other
>>>>>reasons and it was nasty even though I've been
>>>>>through it over and over through the decades.
>>>>>I empathize with other hashers who have felt or
>>>>>are feeling hashed.
>>>>>
>>>>>It is well worth it. A typical 8 ply search early
>>>>>in the game might reduce 50%+ in total nodes searched
>>>>>and 50%+ in total time.
>>>>>
>>>>>These are dwarfed by null move's effect though in
>>>>>the same positions (90% and 90%).
>>>>>
>>>>>So my question is, these are well-known methods to
>>>>>substantially reduce the number of nodes and amount
>>>>>of time for most searches -- I wonder if there is
>>>>>anything else that is as large and as comparable
>>>>>at these large 50%/90% types of reductions.
>>>>>
>>>>>Stuart
>>>>
>>>>
>>>>another 50% or more.  Limit your q-search captures so you don't look at silly
>>>>captures that obviously just lose material.
>>>
>>>How is that different from an alpha/beta search of captures only?
>>
>>
>>Don't look at _all_ captures.  Only captures that appear to have a chance of
>>producing something other than a fail-low (alpha cutoff)...
>
>Do you determine the probability of a good capture with SEE?
>Otherwise it seems you might miss obvious stuff like this:
>[D]1r2k1r1/pbppnp1p/1b3P2/8/Q7/B1PB1q2/P4PPP/3R2K1 w - - bm Qxd7+;


Yes, but _only_ in the q-search.  The q-search has so many errors in it where
the best move is _not_ a capture, that the SEE errors introduced don't influence
the final score at all...




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