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Subject: Limiting the number of qeval nodes

Author: Scott Gasch

Date: 11:59:48 08/03/99


Recently I have been trying to limit the number of qeval positions my program
deals with in order to have it spend its time more wisely looking at relevant
positions.  In a previous thread Bob Hyatt had a really good suggestion about
how to limit seemingly irrelivant positions -- to recap, if score is way below
alpha in the qeval routine and the value of a capture does + your greatest
possible positional bonus does not bring it over alpha, no sense in considering
the position caused by this capture.

I am also limiting hte max depth of the qeval search to depth + 12 ply (6
captures on each side).  This causes moderate improvement in very "busy"
positions.  I chose 12 because it is even (each side gets to capture the same
number of times) and I have rarely seen a chess game where the best course of
action is a string of 6 captures per side in a row.  However, I am returning the
static "eval" of the position at this depth and I am worried that this may lead
to inaccuracy...?  But I can't think of another score to assign this depth
qnode.

I am still seeing poor performance, in qeval.  In a typical "busy" middlegame I
am seeing about 4 million qeval calls with about 2 million "cuts" due to the
alpha rule (above) and about 200,000 cuts due to max depth exceeded.  In these
types of positions it takes about 45 sec just to finish searching at 4 ply
depth!

Does anyone have comments on these techniques for pruning qeval paths and/or
have any better ideas?

Scott



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