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Subject: Re: Request advice from Chess programmers

Author: Uri Blass

Date: 17:05:49 05/02/03

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On May 02, 2003 at 17:09:07, Geoff wrote:

>Hi
>
>I would appreciate some advice on how I should procede in improving the chess
>program I am working on.
>
>Currently it is very similar to TSCP. I will explain what I have changed and the
>results I have got.
>
>Mod1)
>Changed the Alpha Beta search to use use an Aspiration Window
>This did give an improvement, reducing the number of nodes searched to get to a
>given depth in most positions.
>I did read that this could give search instabilites and might even cause lock
>ups or crashes, I have not noticed this yet however
>
>Mod2)
>Added a simple mobility function to the Evaluation.
>This took my nodes per sec down from 500k/s to about 350k/s as I recalculate
>every move for every piece again in the eval function. The playing strength
>marginally decreased, probably due to the severe hit on speed ;-(

No

I guess that there is another reason.

500->350 is not a big reduction and mobility is important factor to evaluate.

Maybe there is a bug in your evaluation or your mobility scores are too high(I
do not know th way that you evaluate mobility).

>
>Mod 3)
>Added a save of 2 killer moves at each ply and re-sorted moves before searching
>This made hardly any difference in reducing the nodes searched to get to a given
>ply. I assumed this lack of effect was due to the fact that it has already got a
>history[64][64] array built into the code

For me killer move helped significantly after history tables.

>
>I noticed that the good amateur programs get down to a depth of about 9 or 10
>where my program only manages 7 or 8 in a given time, so I guess I need to look
>at things like Null moves and other complex search tricks ?
>
>Any advice as to what further mods I could do to gain the most improvement ?
>Simple mods preferred  first ;-)

The most simple change is to increase the value of knight and bishop from 3
pawns to 3.3 pawns to prevent tscp to play bad trades of BN vs RP.

Uri



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