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Subject: Re: Move ordering at root of search

Author: Robert Hyatt

Date: 15:32:29 05/07/01

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On May 07, 2001 at 16:48:41, Tom King wrote:

>Hi all,
>
>there's been a few postings recently about strategies for programs to
>effectively order moves at the root of the search. One strategy which is quite
>interesting is the "order by nodes searched" heuristic, used by Crafty (and
>maybe others). Currently, my program, Francesca, uses a very simple "order by
>eval()" heuristic for ordering root moves.
>
>As a test, I played a series of games between the standard version of my
>program, and a version which uses a "order by nodes searched" heuristic for
>ordering root moves. I set these two versions playing blitz, last night. When I
>just checked, they had played 130 games, and each had scored 50%. Each had won
>37, lost 37, and drawn 56. Amazing that it should end so even!
>
>It's difficult to draw any conclusions from this.
>
>Probably more games are needed to see if "order by nodes searched" really helps.
>My hunch is that it may be a win at slower time controls - move ordering becomes
>more important the deeper you search.. [this reminds me of the time back in 1995
>when the move ordering in my program was very poor.. didn't seem to matter too
>much at blitz, but at slower time controls, the search just ground to a halt. I
>remember (fondly) how I made some improvements to Francesca's move ordering, and
>suddenly she was searching throught the deeper plies 10 times quicker! Ah! great
>days..]
>
>Rgds,
>Tom


The way to test is fixed-depth searches with both approaches.  One will give
slightly smaller trees.  this is not a _big_ win, just a win.  (It _can_ be a
big win in some cases, and once you do a parallel search it will be an even
bigger win...



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