Author: Andrew Williams
Date: 16:16:16 01/10/04
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On January 10, 2004 at 19:09:34, Toni wrote: >Hi all, > >I've written the move generation routines for my engine. I'm now debugging them. >I've tested some positions in which there are castlings, en-passant captures and >promotions, and everything seems OK, but when computing perft sometimes it gives >wrong values at depth 4 or higher. The question is how to debug that, since the >number of moves involved is enormous. > >regards > >fermath Pawns cause the most problems, so try several positions without pawns first. Use another program (eg crafty) for a comparison. If you still have errors without pawns, try taking away the piece types one at a time until you get it. If you have no errors without pawns, try a position with pawns of only one colour - this way you don't have en-passant. Also try a position where your pawns can't promote within the depth you are trying. None of what I'm suggesting is very advanced - as you say, the huge number of nodes makes it hard to do debugging. My solution is always to "purify" the problem as much as possible. When you've narrowed it down a bit it becomes much easier to see what's going on. AW
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