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Subject: Re: Moves per position.

Author: Christophe Theron

Date: 13:49:25 11/28/98

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On November 28, 1998 at 14:25:45, Frank Phillips wrote:

>Thanks. Order seems important .  Killer moves are a big help in
>some positions.

Yes. You should not find them to be a waste of time.


>>>And on which planet? :)
>Earth.

Oh! So we are neighbours! :)


>  If my question seemed strange put this down to inexperience.  This is my
>first attempt.  But I thought that the number of moves that the search
>considered out of each position’s (node’s) move list would be an important
>performance indicator.  Mine averages around 9 in the middle game, which seems
>high.

I see. You are talking about the branching factor!

To measure it, I think you should display the number of moves seen at the end of
each iteration and compute the average of

  nb_of_nodes(iteration N) / nb_of_nodes(iteration N-1)

(the number of nodes of iteration N-1 is also counted in the number of nodes of
iteration N)

Notice that it is different depending if N is odd or even.

For example you could average the result for iteration 7 and iteration 8 to have
a better measure. Do this for a number of different positions to have an even
better number.

The measured branching factor should definitely be under 6.

9 is way too high.

Some good programs have a branching factor under 4. It is maybe the case of
Crafty.


>I got the impression from posts here that 2 or 3 is probably closer to
>the norm?  My program manages about 7-8 ply (plus check and recapture
>extensions, and quiescent search) in 10 seconds at about 80k nps.

This does not sound too bad...


>Crafty, at
>twice this speed, goes disproportionately deeper.

Really? Are you sure?


>Something badly messed up I
>guess.

Compute your branching factor and you will get an idea.

Maybe others compute it differently. I don't know if there is a "standard" way
to compute it...


    Christophe



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