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Subject: radical dropoff at times in nodes per second. whats up?

Author: Mike Adams

Date: 00:41:28 10/04/00


In the past pulsar did not whisper nodes per second. at times it during a game
it seemed to get reduced depth and i thought that might by hyperactive
extensions.  But recently I added a nodes per second counter. It is a slow
program it gets from 18K a second to 30+k a second in endgame.  Never below 15K
as a rule.  This is on an AMD k6-2 500 computer with 128 megs of ram. Hash size
is about 10 megs i would guess.  It only hashes one move a search call the best
move and does not do transpostions ect.  So hashing is just for move ordering.
   Yesterday I was watching pulsar play and for the first game it was fine. I
came back around move 10 of the second game and noticed for the last 9 moves, it
went out of book early the opponent played an odd response on move ..1, its
nodes per second had dropped by a factor of 10.  A couple of moves later it was
back to normal.  The nodes per second was really low though during those 9 or 10
moves. Like 1600-2200 nodes per second. I tested those positions later and
pulsar was able to handle them normally.  In fact it got good depth in the
console version later in only a few seconds were as in the game it got poor
depth and very low nodes per second.
    I cant imagine anything in my program causeing that radical a drop in nodes
per second.  What could be going on, could it be hardware.  What should i do to
fix this.  Losing speed by a factor of 10 is going to hurt pulsar when it plays
and this problem kicks in. thanks Mike Adams



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