Author: Stuart Cracraft
Date: 19:07:27 10/20/04
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On October 20, 2004 at 01:29:54, Jeremiah Penery wrote: >On October 19, 2004 at 23:02:18, Stuart Cracraft wrote: > >>On October 19, 2004 at 21:11:47, Jeremiah Penery wrote: >> >>>Do you know if the conditions are ever being properly triggered? >>> >>>In a depth 11 search on WAC 175 (a position I picked at random), I have these >>>statistics in a modified Crafty with the pruning described below: >>> >>>Elapsed Time: 28.77, CPU Time: 27.62, CPU Use: 96% >>>Root Material Balance: -200, Predicted Moves: 0 >>>Nodes: 12146603, Evaluations: 9251784, FH%: 97%, NPS: 422k >>>EXTENSIONS-> >>>Threat: 174, Check: 679610, One Move: 21736 >>>Passed Pawn: 920, Recapture: 24192 >>>PRUNING-> Futility: 4329693, Razors: 405194 >>> >>>I implemented a variation of the Heinz/DT futility in Crafty (instead of >>>returning a static score where pruning happens, I had it drop into qsearch for >>>much more accuracy). I don't know how the node count compares to a regular >>>version, or how much the savings for futility is. I'm sure someone else can run >>>a default Crafty with futility on and off and report the exact differences. >> >>Mine (depth 11, wac 175): >... >>nps=68016 ha=22.00% q=66.0% bc=56% br=3.01% mp=139<>117 >>pawnx=2658 recapx=51744 qcheckx=0 checkx=129985 qfutilx=2374715 onereplyx=8428 m >>thrx=14 otherx=1354 >> >>Futility/Razor pruning count is only 1354 compared with 5M for Crafty. >> >>Uh, Houston, I think we have something wrong. > >I remember when I tried implementing this that I had some strange issues that >took a while to work out. Some things in the DT implementation have to be >changed to match the structure of your program, and it's very easy to have >mistakes in those changes. > >I think you've posted the code before, but if you could do so again (or better, >email it to me), I can try to take a look at it. I can't make promises, but >maybe I can come up with something. :) Please check your mailbox at lords.
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