Author: Alessandro Scotti
Date: 13:14:34 09/15/04
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On September 15, 2004 at 15:54:40, Gerd Isenberg wrote: >I'm interested in some statistics, how often cut-nodes behave all-like (eval >fails, first fails, all fail), same for all nodes with cuts and this correlates >with branching factor - and the influence of several move ordering heuristics. One interesting paper is "Multi-Cut AlphaBeta-Pruning in Game Tree Search" by Bjornsson and Marsland. >Hmm, is it worth to update node types incrementally during search? >I guess with a counter of played pv-moves (0..N) in the top of the current path >and ply index one may determine the minimal tree node type as well... >So we have distance D of the current node to the last pv node in the current >path. > >If D == zero we have a pv-node. >If D is odd we have a cut node. >If D is even and greater zero we have an all node. IIRC, however, one of the children of a pv-node is another pv-node. Also, when dealing with null window searches there are no pv-nodes but only alternating layers of cut and all nodes.
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