Standing pat does not make that possible. When in a fork black simply chooses not to move. Evaluation does not penalize forks. I disabled all reductions/extensions bug still remains.
The problem is that your search takes too much time to reach a reasonable depth.
There are some delaying moves like Ng4 and f5 that push the direct loss over the horizon.
Your PV at depth 7 looks very normal to me.
10 sec. for depth 7 is not normal, maybe this is plain minimax with everything else disabled?
My engine reaches depth 7 within 10 msec. on this position.
Joost Buijs wrote:The problem is that your search takes too much time to reach a reasonable depth.
There are some delaying moves like Ng4 and f5 that push the direct loss over the horizon.
Your PV at depth 7 looks very normal to me.
10 sec. for depth 7 is not normal, maybe this is plain minimax with everything else disabled?
My engine reaches depth 7 within 10 msec. on this position.
17 knps is a bit slow, so I guess move-generation and/or evaluation need to be more efficient. The number of nodes for a 7 ply search seem sort of ok.
Joost Buijs wrote:The problem is that your search takes too much time to reach a reasonable depth.
There are some delaying moves like Ng4 and f5 that push the direct loss over the horizon.
Your PV at depth 7 looks very normal to me.
10 sec. for depth 7 is not normal, maybe this is plain minimax with everything else disabled?
My engine reaches depth 7 within 10 msec. on this position.
17 knps is a bit slow, so I guess move-generation and/or evaluation need to be more efficient. The number of nodes for a 7 ply search seem sort of ok.
17 knps is very slow indeed, I was more or less assuming that Henk doesn't count quiescence nodes otherwise it is difficult to understand.
Let's say that a slow engine written in C does something like 1 mnps on common hardware.
I believe Henk uses C# and CLR, that will be a few times slower, but to get at 17 knps you have to let it run at an RPI-1 or something like that.
Yes I was busy with adding extra evaluation terms. Their computation probably costs too much procession time. And perhaps the more I add the more it resembles a random number.