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Subject: Re: How do other programs handle check extensions?

Author: Will Singleton

Date: 12:03:08 05/04/99

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On May 04, 1999 at 13:07:42, KarinsDad wrote:

>On May 04, 1999 at 12:40:05, Andrew Williams wrote:
>
>>On May 04, 1999 at 11:26:29, KarinsDad wrote:
>>
>>>I was wondering how deeply most programs extended the search at a given ply for
>>>check.
>>>
>>>I implemented singular extensions, check extensions, and capture extensions into
>>>my code last night, but ran into the problem of check extensions potentially
>>>expanding the extensions into near infinity.
>>>
>>>How many checks do most programs consider is enough when extending?
>>>
>>>Thanks,
>>>
>>>KarinsDad :)
>>
>>My program simply says "if the iterative deepener started this search
>>with depth=D, don't extend beyond 2*D". This is a naive approach, and
>>I'd also be interested in hearing what anyone else does.
>

Sometimes the simple approach is the best.  In mine (which I'm sure is not the
best), I simply limit total extensions to 6 beyond depth.  But I also consider
some checks in the qsearch.


>Yes, this sounds naive since I especially do not want to check 14 ply down when
>I am currently searching Ply 14. I was thinking more along the lines of 8 ply
>(if you do not get an advantage within 4 moves, then maybe it isn't worth
>checking), but I am not sure.
>>
>>>
>>>PS. Will, we realized that our nps is way off. We were compiling the code in
>>>debug mode as opposed to optimized mode. So, our 100 knps went up to 209 knps.
>>>Duh!
>>
>>209knps!! What position?
>
>This is on a P3 400 Mhz with super simple material evaluation code (for a lot of
>positions, the program is still real stupid). It will drop in half at least once
>I really implement the evaluation.
>
>>
>>Andrew

The most nps I get is around 90k, in the endgame.  Avg around 60k on a mac 300.
Even with a material only eval, I don't approach your numbers.  You must be
doing something right!

btw, it's possible that you'll see reduced node counts due to increased cutoffs
when you add some positional stuff.

Will



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