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Subject: Branching factor again ;-)

Author: Steffen Basting

Date: 09:52:40 08/26/02


Hello!
Some days ago, I posted about the bad branching factor in my chess program.
Here's the output of the starting position as an example:

time depth      nodes           value   principal variation
===============================================================================
0       1       29              10      g1f3
0       2       127             -6      b1c3 b8c6
0       3       380             18      b1c3 b8c6 g1f3
0       4       2141            0       b1c3 g8f6 g1f3 b8c6
0       5       9174            16      b1c3 b8c6 g1f3 g8f6 e2e4
1       6       54535           8       b1c3 d7d5 g1f3 b8c6 e2e4 g8f6
7       7       408066          21      b1c3 d7d5 g1f3 d5d4 c3b5 b8c6 e2e4
53      8       3220020         18      b1c3 c7c5 e2e4 b8c6 g1f3 e7e5 f1b5 g8e7

3220020 nodes, 53 seconds: 59630 nodes/sec
q-nodes: 2944182        evals: 2944182
value: 18
my move: b1c3
principal variation: b1c3 c7c5 e2e4 b8c6 g1f3 e7e5 f1b5 g8e7


Here's another output of the following position:
1r3rk1/1q4p1/6P1/8/6P1/8/PPP3P1/1K1QR2R w - - 0 1

time depth      nodes           value   principal variation
===============================================================================
0       1       285             441     h1h7
0       2       609             441     h1h7 b7b2
0       3       5207            454     d1d4 b7g2 h1h7
0       4       12194           479     d1d4
0       4       31061           536     d1d4 b7c6 d4e4 c6e4
4       5       241205          511     d1d4
7       5       450249          451     d1d4 f8f4 d4e5 f4g4 e5e6
12      6       750245          476     d1d4
22      6       1329714         514     d1d4 f8f4 d4e5 f4f6 h1h7 f6g6
130     7       7392912         489     d1d4
7392912 nodes, 130 seconds: 56434 nodes/sec
q-nodes: 7045522        evals: 7045522
value: 489
my move: d1d4
principal variation: d1d4
Well, this is a mate in 5. As i do not use check extensions (yet) i am not
surprised that it doesn't find the mate in less than 10 ply. But what I do not
understand is: why does the branching factor grow from about 2 to 7?


In this position - (which is from the first game against a human ;-)), however,
it does fine:
2krr3/2pb2pp/1p1p1p2/p2P4/P1P2PP1/1P2R2P/3B4/2KR4 w - - 0 1

time depth      nodes           value   principal variation
===============================================================================
0       1       234             44      e3c3
1       2       620             46      e3e8 d7e8
1       3       2221            47      e3e8 d8e8 d1g1
1       4       6526            40      e3e8 d7e8 d1e1 c7c5
2       5       44643           45      d1e1 e8e3 e1e3 d8e8 f4f5
3       6       138710          51      d1e1 e8e3 e1e3 d8e8 e3e8 d7e8
7       7       446883          47      d1e1 e8e3 e1e3 d8e8 e3e8 d7e8 d2e3
20      8       1449252         36      d1e1 e8e3 e1e3 d8e8 e3e8 d7e8 f4f5 c7c5

1449252 nodes, 20 seconds: 69012 nodes/sec
q-nodes: 1367941        evals: 1367941
value: 36
my move: d1e1
principal variation: d1e1 e8e3 e1e3 d8e8 e3e8 d7e8 f4f5 c7c5

If you have a look at the q-nodes and evals, they're always the same. Is this
normal behaviour if you call eval from the quiescence search? Does it mean that
all higher plies are always extended with qsearch? Why are there so few "normal"
positions searched, but so many q-nodes?!
And is this strange branching factor due to a bad move ordering?
Sorry if the positions i posted above don't show the problem. Perhaps you could
make some suggestions which positions to use...

Thanks for your comments!
Kind regards, Steffen

PS: (as reply to Dann Corbit) I don't use hashtables (yet) :-)



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