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Subject: Re: Reducing node count

Author: Andrew Wagner

Date: 17:21:01 06/15/04

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On June 15, 2004 at 20:09:48, Dann Corbit wrote:

>On June 15, 2004 at 19:28:36, Andrew Wagner wrote:
>
>>I've heard it said before that it's not good to compare node counts between
>>engines, and that node counts aren't a good indication of strength. So, I've
>>been staying away from that a lot.
>>
>>The other day, I was chatting with my good friend Jaime Benito de Valle Ruiz. We
>>see each other a lot on ICC and compare notes on our engines. We decided to play
>>a fixed-depth game between our engines, to test eval strength. In the process of
>>the game, he noticed that my node count was ridiculously higher than his. For
>>example, in one position, where I was getting 277k nodes, he was getting like
>>11k. Other engines varied, but no more than about 50k nodes.
>>
>>So we started doing some tests. For him, he got a huge node reduction by using
>>some sophisticated aspiration windows. So, my question is three-fold:
>>
>>1.) Do most engines get a similarly large reduction in nodes by using aspiration
>>windows?
>
>It will depend on what other things you are using to trim the tree.
>
>>2.) What other techniques reduce node counts at a fixed depth?
>
>A.  Move ordering is the most important thing.  So a good hash table is a must.
>B.  After that, null move reduction will be a stupendous node reducer.
>C.  PVS search does fewer nodes than ordinary Alpha-Beta
>D.  SEE is worth a lot for reduction
>E.  Razoring will reduce nodes, but you have to be careful not to shave the skin
>off with the hair
>F.  IID will help, especially in deep searches
>G.  Aspiration window (mentioned above) reduces nodes.
>H.  Easy move cutoff
>
>Here are things that will cost you nodes, but are a good idea anyway:
>A.  Check extensions
>B.  Increasing quiescense depth (if you don't allow infinite quiescence)
>C.  Single reply extensions
>D.  Pawn race extensions
>E.  Recapture extensions
>
>Also, adding king safety and pawn structure to your evaluation will slow down
>the NPS greatly, but make the program play better.
>
>
>
>>3.) To what extent are node counts reliable for determining engine strength?
>
>Not generally useful, except to compare against yourself.  Goliath will be
>around one million NPS on a machine where Yace will get 300K NPS.  But they are
>about the same strength.


I should have been clearer. I didn't mean NPS, but number of nodes searched.



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