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Subject: Re: Features: Return vs. Effort

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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