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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