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Subject: Re: Quiescent Explosion

Author: macaroni

Date: 05:57:18 06/27/03

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On June 27, 2003 at 06:07:15, Sune Fischer wrote:

>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
>
>What position are you measuring this on, is it a whole game?
>
>How do you count the qnodes?
>Be careful not to count the frontier interior nodes as qnodes.
>
>-S.

I do the following:
int QSearch(int alpha, int beta, int turn)
}
 qnodes++;

is this wrong? I guess that does count the endes where I only pass
EvaluationFunction back, so maybe it should be after the if (MoveCount==0)
return EvaluationFunction(SearchPosition);? Thanks



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