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Subject: Re: Checks in qsearch

Author: Bruce Moreland

Date: 23:06:27 06/22/00

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On June 22, 2000 at 17:38:37, Vincent Diepeveen wrote:

>On June 22, 2000 at 08:29:03, Robert Hyatt wrote:
>
>>On June 22, 2000 at 07:55:53, Vincent Diepeveen wrote:
>>
>>>On June 21, 2000 at 11:12:23, Robert Hyatt wrote:
>>>
>>>>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.
>>>
>>>76% of all checks give a cutoff in DIEP in qsearch
>>>on average a check improves score with 2.9 pawns
>>
>>That is fine.  But if 76% of checks are giving cutoffs, you have a problem
>>somewhere else, because _most_ cutoffs should be produced by captures, not by
>>checks.
>
>That's pretty hard to measure in a realtime program and i disagree here.
>If you're in check, then you don't need to evaluate and have limited choice,
>so the number of nodes you cycles you waste when being in check is
>quite limited.
>
>3 out of 4 checks giving a cutoff in a position which wasn't a cut node
>without trying the check (otherwise beta pruning) is pretty good i think.
>
>I'm sure most don't get such a good cut rate.

I don't see how this makes any sense.  Why would a check give a cutoff unless
it's a mate, a capture, or the subject of an eval function bonus?

bruce



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