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Subject: Re: Quiescent Explosion

Author: Andrei Fortuna

Date: 05:15:44 06/27/03

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If you want to find out for sure where you have an unusual high number of
qsearch nodes (or if your qsearch nodes are evenly distributed in the search
results) you could use my program CHANT to navigate your game tree and spot
those. The free version is fully functional up to 150000 nodes so it might be
useful in your case. You will have to add code to your program to dump the game
tree to a file before you analyse it, but this is easy (I assume you have c/c++
source code) using my library chant_lib2.

If interested here is the URL for CHANT and some related free stuff :
      http://fortuna.iasi.rdsnet.ro/chant/

Cheers,
Andrei


On June 26, 2003 at 22:45:17, macaroni wrote:

>I recently wrote a computer chess program, using alpha-beta, null moving, and
>quiescent search, in the main search function I use a history heuristic to sort
>moves, and that seems to be doing just fine, I can't say the same for my q
>search, the sorting procedure I use for that, is biggest capture, smallest
>attacker. However, when I do a ply 5 search, i get 23,000 standard search nodes,
>which seems acceptable to me, but I get 180,000 q nodes, which seems ridiculous.
>Is this as bad as I think it is? is it expectded? should I just make my Eval,
>MoveGen, MakePosition and UnmakePosition functions faster (if possible)? Also,
>my program manages 75,380 nodes per second, is this high? someone once told me
>that a high node/sec count is not always good.
>Thanks everyone



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