JVMerlino wrote:Yes, I am using LMR.CRoberson wrote:Telepath found it in 7 ply and searched 898,513 nodes comparedJVMerlino wrote:Yep, move ordering is there: PV moves, then hash moves, captures (MVV/LVA) and checks. Killer moves and history heuristic are there also.MattieShoes wrote:My engine is nowhere near as fast as crafty but still finds a5 on ply 7 in just a few seconds. Do you have move ordering at all? It makes an enormous differenceJVMerlino wrote:If only it were that simple. Null move is implemented. Without null move it takes 73 seconds. <sigh>bob wrote:I'm assuming no null-move search yet? That's about the only reason I could think of where a 7 ply search would take that long...
jm
But this did give me an idea which I am looking into. Currently, I am only sorting the move scores for the first handful of moves (depending on the total number of moves), and not bothering to sort the rest. This did slow some positions down (primarily positions that fail low, of course) but gave me an overall improvement for general gameplay due to the speed increase.
Hmmmm.....
jm
to your 19.6 million nodes. Given that you have Null move working,
maybe you have a bug in transposition tables. Also, are you using
LMR?
Your move ordering is different from mine. I don't use hashmoves
or checks. Could you possibly be ordering some of the history
moves before the killers?
Turning off hash tables takes 90 seconds and just over 30 million nodes.
Here are the hash stats upon reaching the correct answer:
Hash Saves = 894539
Failed Saves (stale data) = 150425
Hash Probes = 5117049
Hash Hits = 351165
Hash Returns = 89798
Hash Zeroes (probes of positions with no hash data) = 4562136
I have no idea if this is remotely decent performance or not.
And, no, history moves (with no other modifiers) will never be scored higher than a killer move.
jm
Ok, try turning off all extensions. See if that makes a difference.
If it does, then turn them on one by one and see where the culprit
is.