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Subject: Re: debugging move generation routines

Author: Jaime Benito de Valle Ruiz

Date: 17:44:33 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

Unless you want to create an automated way of checking this, when running a,
let's say perft 4, and make sure your program displays the perft-1 (3) nodes
that you get for every move, and compare them with the values of other programs.
Pick one of the moves that has a wrong number of nodes, and make a perft 3 from
that position. Again, you'll have a list of perft-1 (2) for each move, and at
least one will be wrong. Repeat the process until you reach perft 1, and then
you'll be able to see what move is illegal, and you'll be able to track the bug.
I cannot remember which one, but there is a free program that has this "perft"
and shows the node-count for every move rather than just giving you the total.
Search the archives.
Good luck,

  Jaime




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