Author: Gian-Carlo Pascutto
Date: 00:55:15 06/24/01
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On June 23, 2001 at 20:02:53, Vincent Diepeveen wrote: >When i posted this in CCC that for diep i needed billions >of nodes to get 11 ply, then bob said that if he modified >crafty to fullwidth with SE, that he could get easily 17 to 19 >ply (that's 11(6) to 13(6) meaning according to bob), >that it was only my horrible program that prevented to >search deep. > >So even a very bad SE implementation in crafty was enough >to proof my point. > >We're talking about a bound here. *for sure* DB will have >used more nodes as what i did to crafty (last 6 ply no >hashtable and SE at depths >= 6 ply). That isn't sure at all. It was pointed out the in the following threads several times that you crippled it more than you should have. IIRC, you crippled the moveordering in the last 6 plies totally which will have a huge effect on the number of nodes searched. The real chips were not _that_ bad. >Now a kid like you is intervening with stupid childish statements, >without realizing the historically facts and discussions. This 'kid' doesn't need historical discussions to see that what was posted NOW is plain wrong. >You will be the first >to admit that it doesn't cost as much as a full >implementation of SE is costing. No! Not at all. With the depth >= 6 requirement added, the Hsu version is actually reasonably efficient. One of the reasons for that is that it doesn't always have to be triggered/tried, and I have some very simple heuristics for that. If you spend a little more time with it to get more and better heuristics, I am sure it can be made _more_ efficient. The reason why I am not working with that code anymore is that I now have something that I _know_ can be gotten to work well in a chessprogram like crafty and that is very simple in terms of code. The Hsu version was very messy and blew out the PV's for reasons I still don't fully understand. -- GCP
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