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Subject: Re: Solving WAC positions....

Author: Michel Langeveld

Date: 21:04:37 06/04/03

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On June 04, 2003 at 19:50:06, Anthony Cozzie wrote:

>On June 04, 2003 at 16:30:45, Michel Langeveld wrote:
>
>>>>//Nullmover with only material
>>>>Nodes per sec.: 319485
>>>
>>>>//Nullmover with everything switched on:
>>>>Nodes per sec.: 301770
>>>
>>>This looks strange. I think you should expect a much bigger difference in
>>>nodes/s.
>>>
>>>Regards,
>>>Dieter
>>
>>Yes I was also thinking it was odd...
>>I expected also a bigger difference ... Am not sure why this is ...
>>
>>my eval starts with:
>>
>>int generatePositionScore(int alpha, int beta)
>>{
>>   evalCounter++;
>>
>>   if (isDraw()) return 0;
>>   }
>>
>>   scoreType score = p.materialWhite - p.materialBlack;
>>
>>   //lazy eval
>>   if (score - 150 > beta) return score;
>>   if (score + 150 < alpha) return score;
>>
>>   ...
>>}
>>
>>It can be that the first part which I call lazy eval catches a lot of positions
>>.... or there is a much bigger hotspot as the evaluation currently.
>>I will run a profile to see if I can find more out ....
>
>Kingsafety in many programs can be over 1.5 pawns.
>
>Almost any reasonable evaluation of passed pawns will require corrections of
>over 1.5 pawns.

Yes, you are right. Kingsafety and passed pawns is still on the todolist of
Nullmover. It simply doesn't have any kind of such code. I have to take care to
rise these scores after implementing it.



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