I am not sure I understand what you mean. Nodes are proportional to time, given a certain NPS, which is not influenced by changes in the tree shape. Playing games at X seconds/move is not terribly different than playing Y nodes /move.bob wrote:Make a note that this can give highly biased results. A simple change to your eval changes the shape of the tree ever-so-slightly, but more than enough to change the game outcome even if the change is no better or worse than without...Tord Romstad wrote:Hi all,
I like to run test games at a fixed number of nodes per move, because it improves reproducibility, and because it enables me to run other CPU-intensive tasks on the computer without influencing the results of the running tests.
Unfortunately, it seems that almost no engine authors bother to support the UCI "go nodes ..." command, which means that I can currently only test against older versions of my own program.
UCI engine authors, could you please implement "go nodes ..." in your next version? It's only a minute of work, after all. Every time you increment your move counter, check if it exceeds the maximum limit, and stop the search if it does.
Tord
I've played with this idea extensively and discarded it as being unusable...
Miguel