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Subject: Re: Fast way to sort moves in movelist ?

Author: Antonio Dieguez

Date: 20:52:16 10/15/99

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On October 15, 1999 at 22:54:36, leonid wrote:

...
>>>>My program is very different from the most of other programs. I have only
>>>>written a primitive program, in my way. And done changes which have made
>>>>_it_ better, but are done in a different (and more effective) way in usual
>>>>programs. :-) In _my _program_ my movesorting doesn't make anything slower.
>>>>(I generate _all_ the legal moves before I try any. It may be one difference.)
>>>>
>>>>					Jari
>>>
>>>Are you saying that usually people find and do movesorting before recognizing
>>>what move is legal? I am asking this question not because I contest what you
>>>have said but for simple curiosity.
>>
>>hi leonid!
>>
>>if am not wrong, I guess that the point is that he generates *all* the legal
>>moves before he tries any.
>>
>>>Regards,
>>
>>thx!
>>Sailor Mercury and I send to you many regards!!
>>
>>>Leonid.
>>
>>me.
>
>I read with great interest your chat because it says me a lot. Sometime I am
>lost in your too technical expressions.

really? :)

> Anyway, if you could say how many moves
>per ply, in general, you are forced to see it will be useful. I still could not
>find directly efficency of my move ordering to offer my way as the good one.
>Each time when I tryed my game against the best one, I found that my numbers
>were not right because some wording I understood in a wrong way. So, how many
>your game see in the ply where we have around 30 nodes, for instance?

but that depends on the position... if you send me some, I could tell you the
amount of nodes for each ply...
oops I can not set up positions yet in my game... but anyway they are big
numbers for me in the middlegame for iteration 7, 8 or more...

What do you mean with "forced to see"? the minimum minimum is the given by the
famous formula wich I dont renember but I am very far from that.

>Leonid.

bye leonid...



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