Author: Dann Corbit
Date: 15:59:00 12/20/04
Go up one level in this thread
On December 20, 2004 at 18:43:19, Uri Blass wrote: >On December 20, 2004 at 18:31:56, Dann Corbit wrote: > >>On December 20, 2004 at 18:27:37, Uri Blass wrote: >> >>>On December 20, 2004 at 18:22:24, Dann Corbit wrote: >>> >>>>On December 20, 2004 at 16:32:24, Jouni Uski wrote: >>>> >>>>>Shredder 8 reaches quite stunning averaga search dept. E.g. with only 15 >>>>>second/move average with Pentium 2400 and 128MB hash it averages 15,2 ply! For >>>>>comparison Fritz Bilbao and Gandalf 6 reach both same 12,7 ply. No wonder >>>>>Shredder beats them 13 - 7 and 14 - 6. Of course 2,5 ply is a lot difference! >>>>>Is there any amateur or pro engine, which can equal Shredder in depth - Junior's >>>>>half plys can be forgotten. >>>> >>>>I can write an evaluation function that only counts the wood. It will beat >>>>Shredder's depth, but Shredder will easily kill it on a 1/10 as powerful machine >>>>all the time. >>> >>>Only writing evaluation that only count wood will not be enough to beat >>>shredder depth. >> >>A simple PVS with null move and wood counting only will get 19 plies in a few >>seconds. Is that what you mean by pruning? > > >In what position? >I never had only wood counting but I guess it is dependent on the position and >in tactical position when there are many threats to win material it may get >smaller depthes. Maybe it is easier with bitboards. Note: This eval is really horrible. Don't use it for anything other than entertainment purposes... eval = (bitcount(white_queens) - bitcount(black_queens)) * 9 + (bitcount(white_rooks) - bitcount(black_rooks)) * 5 + (bitcount(white_bishops|white_knights) - bitcount(black_bishops|black_knights)) * 3 + (bitcount(white_pawns) - bitcount(black_pawns)); only takes a few cycles. Your move ordering will have to be OK for the eval, and you will need a hash table. But I think you can see how cheap this eval is to run.
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