Author: Volker Böhm
Date: 03:49:38 03/17/04
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On March 17, 2004 at 04:58:06, Peter Alloysius wrote: >what are tricks for evaluation tuning so that it could >search less nodes? > >i noted that my engine use exactly same move ordering scheme as >crafty but it still search much more nodes. >my engine also use adaptive null move, and futility pruning. Make sure that you use the same extension rules than crafty if you whant to compare. > >so i think the problem is on evaluation tuning. >i heard that tuning evaluation function can reduces node searched, >so what's the trick? > >i will appreciate any answer. thanks >sorry with my poor english. All you can do is to Build a stable eval. I.e. an Eval that don´t "jump" if you make the next (non-hit) move. Identify your biggest eval factors and find a way to "smell" changes on them. Trivial Examples that will explain it: Mate -> king attack -> king security -> superior pieces at kingside Promotion -> passed pawn (advanced/not advanced, blocked/non-blocked) -> hidden passed pawn -> superior advanced pawns -> advanced pawns Material -> pieces that have to flee/pinned pieces -> defendet pieces/attacked pieces ... I have a "reference-game" that I evaluate with fixed depth on every change of eval. If ever the amout of nodes searched raises I have to check the changes. Mostly a bad change of eval leads to increase of nodes searched. Greetings Volker
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