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Subject: Re: debugging move generation routines

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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