Author: Uri Blass
Date: 06:04:13 06/27/03
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On June 27, 2003 at 08:50:54, macaroni wrote: >On June 27, 2003 at 05:26:43, Uri Blass 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 >> >>I assume you do not use something slower than PIII850 Mhz for this discussion. >> >>high nodes/second is not always good but I believe that in your case it is bad. >> >>small number of nodes per second can be justified by generating a lot of tables >>that are used for better order of moves and for evaluation and for better search >>rules. >> >>It is not your case based on your post. >> >>Uri > > >my hardware is a P3, 550 megaheartz I think. When you say generating lots of >tables to improve move ordering, what tables would these be? and how do I >generate them? Thanks Tables that tell you for every square if it is attacked or defended and what are the pieces(you can use it for better order of captures and QXP when the pawn is defended and not attacked is a bad capture and you can use them to know that a move is probably bad because it put a piece in a square that it can be captured). Uri
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