Author: Andrew Dados
Date: 09:38:14 07/06/04
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On July 06, 2004 at 12:13:31, Stuart Cracraft wrote: >I'm thinking a list of features for chess >programs to gauge effort vs. return to save >implementation time would be useful, so that >programmers won't get lost in a maze >"full of twisty little passages" ... > >In the table below, low numbers in effort and return >columns below correspond to lesser effort and greater >return. The lower their product, the better > >If anyone wants to add to or revise this, please >respond. This would serve as a guide to >practical implementation since time is limited. > >I am also looking for additional features with >your effort/return estimate. > >Thanks --Stuart > > FERV (Feature, Effort, Return, Value) > >EFFORT RETURN VALUE Feature >1 1 1 capture ordering >3 1 3 null move >2 2 4 null move with verification >4 2 6 search pv first >5 1 5 static exchange evaluator >4 1 4 transposition table >3 2 6 transposition table with 2-tier replacement >3 2 6 history heuristic, killers, other ordering >2 3 6 aspiration >2 2 4 iterative deepening >2 2 4 pawn hashing w/ complex pawn evaluation >2 3 9 capture extension >1 1 1 check extension >1 5 5 pawn to 6th/7th extension >3 3 9 futility >3 3 9 razoring >5 3 15 mate-at-a-glance > >P.S. Return would imply things like reduced nodes, faster, >stronger, etc. -- the usual. Practical results in real games... capture extensions and razoring are at best dubious (eg crafty got rid of them). Why such high values there? -Andrew-
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