Author: Matthias Gemuh
Date: 01:52:26 12/06/03
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>>> >>> >>>The ratio nullmove_cutoffs / main_search_moves_searched is only 15%...20% >>>in my program. Is this extremely low ? > >I am not quite sure I understand what you are measuring here. Is >main_search_moves_searched >the total number of non-qsearch nodes ? Right. I know that the value is almost meaningless as the cutoffs are at different depths, as well as the moves searched. >The main weakness of BigLion and Taktix seems to be their search. Tord, you know I value each word from you more than pure gold. Thanks for this revelation. >With your big and high-quality eval, you >should be able to search about 2 plies deeper in the middle game by using the >eval to do forward pruning and/or depth reductions. I shall try to think. >One thing I have noticed is that your engines' behaviour in the first few >iterations is rather unusual. In almost all other engines, the first 4 or 5 plies flies by so >quickly that it is not possible to follow the lines on the computer screen. In BigLion and Taktix, >each of the first 5 plies take about a quarter of a second to complete. >This is strange in two different ways: >It is strange that a 1-ply search should take as much as a quarter of a second, >and it is >strange that the amount of time needed is apparently almost linear (rather than >exponential) >as a function of the search depth. For bigger search depths, things begin to >look more >normal. What's happening in the first few iterations of your search? > I shall look more closely. Thanx, Matthias.
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