Author: Severi Salminen
Date: 14:22:45 12/06/00
Hi! First a question about history heuristics: Should I clear or decrease the counters after a search. Now I do nothing. I just add history value to all non capturing moves and increase the counters by depth if I find a move whose score>alpha. How do killers work? More precisely when do I replace a killer move by another? If I have two killers at each ply with counters should I replace allways the lowest one? And after the search should I make all ply 1 killers ply 0 killers and so on? And then, thanks to all answers about futility pruning. I found a few bugs and PV code and futility code and now it works a lot better. Below the diagram is the output: [D]rnbqkbnr/ppp2ppp/8/3pp3/3PP3/8/PPP2PPP/RNBQKBNR w Time Depth Score Nodes PV 0.00 1 0.10 136 Be3 0.00 2 0.00 1711 Be3 Be6 0.11 3 0.10 7218 dxe5 dxe4 Bc4 0.44 4 0.01 24742 dxe5 dxe4 Bc4 Nc6 0.77 5 0.10 45588 dxe5 dxe4 Bc4 Qxd1+ Kxd1 1.87 6 0.06 189766 dxe5 dxe4 Bb5+ c6 Qxd8+ Kxd8 3.35 7 0.11 381107 dxe5 dxe4 Qxd8+ Kxd8 Bc4 Nc6 Bf4 12.14 8 0.05 1521228 dxe5 dxe4 Qxd8+ Kxd8 Bc4 Nc6 Bf4 Bb4+ CW: 129 CB: 129 EP: 0 eval: 0.05, nodes: 191295, qnodes: 1329933, NPS: 125307, F: 153159 F means futile moves pruned (total). Without futility pruning I spend about 0.5 s more time and do about 150000 nodes more. Node count is still a bit high, but it's much less then previously and no more queen sacrifices :) Severi
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