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Subject: Re: Checks in qsearch

Author: Robert Hyatt

Date: 08:12:23 06/21/00

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On June 21, 2000 at 11:03:42, David Rasmussen wrote:

>I find that a lot of the games that my program loses, it loses because it
>doesn't search checking moves in qsearch.
>Anyway, how do people do that most effectively? I would like not to generate all
>moves in the qsearch (just the captures), but then I will miss the noncapturing
>checks.


I did them in Cray Blitz, and in early versions of Crafty.  But I haven't
done checks in the q-search since just prior to the Jakarta WMCCC event.

You can control them to an extent...  ie when you get to the q-search, you
can consider a check.  But if you look at a capture at the first ply or 2,
then there is little point in doing checks deeper in the q-search because the
'stand pat' will allow you to avoid the checks totally, earlier in the
tree.

I personally don't do them because I don't like the q-search at all.  It is
unreliable, and way too selective to trust.  You show me a position where the
best q-search move is a check (say a capturing check) and I'll show you a
position where the best response to a capture is _not_ another capture, but
rather a quiet move that pins or indirectly attacks something.  The q-search
misses way too much.  I think it is more profitable to make your basic search
better by extending in the right places, since it already has no real inherent
pruning errors other than a lack of depth.  I'd like to drive the q-search to
almost nothing, as that would eliminate many errors.



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