Author: Antonio Dieguez
Date: 10:43:36 10/16/99
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On October 16, 1999 at 07:59:32, leonid wrote: ... >I hope you people will talk more about the move ordering, this is the most >painful part of the game to fix. > >Your number of nodes seeing in each ply for the middlegame goes well with what I >see in mine. The best average number of nodes that I was able to come was 21%. >This number is the devision between the number of nodes that my logic is forced >to see in each ply devided on number of nodes for given ply. > >If it could be interesting my move ordering it goes this way: >1) First moves that put under the fire the ennemy king. >2) Moves with capture put in in four categories. The last capture of the pawn. >3) At the end of the chaine are the moves without any material advantage. > >a) Last best move used to be checked against the moves whith best material >advantage. If found, is put at the head of the moves with material advantage. >b) Last 8 best moves are taken from the chaine of the best previous moves and >used to align the moves that give no material advantage. > >If somebogy will mention what is the "bubble sort" it will be appreciated. > >Leonid. hi again leonid, I see in my game a really big difference with killers and withouth them, so I hope you check your implementation very well, and also seeing captures I dont know if in your program is well ordered since I dont know what you consider moves that "put under fire the enemy king", but eating a piece with a pawn could win the game and a heavy atacking move could not even been apreciated by your eval but I dont know what are that moves... Also please post what do you find about how many nodes in the initial position... without null-move and early prunes.
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