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

Author: Will Singleton

Date: 19:05:04 05/04/99

Go up one level in this thread


On May 04, 1999 at 20:41:48, James Robertson wrote:

>On May 04, 1999 at 18:32:29, Will Singleton wrote:
>
>>
>>On May 04, 1999 at 15:28:19, James Robertson wrote:
>>
>>>On May 04, 1999 at 15:03:08, Will Singleton wrote:
>>>
>>>>
>>>>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
>>>
>>>On my P233 I get about 120k NPS in most middlegame positions. In the endgame, I
>>>get 200-270k NPS. With material only, I got greater than 300k.
>>>
>>>James
>>
>>What search method do you use?  And is it bitboard-based?
>
>Standard Alpha-Beta. And yes, I use bitboards, and a ton of assembly in my basic
>movegenerating, etc.
>
>James

Assembly and bitboards, huh?  Bitboards I understand, but assembly?  I always
found it tough to modify, pretty intense.  This was 80x86 and 68000 stuff.

Compilers are pretty good these days, how much do you think you gain?

Will




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