I think we are overlooking a critical issue. The obtain a cut off, you can spend one move or more, and you are measuring the ratio between those two options. However, in many cases you can spend ZERO moves to obtain a cut off, and that is not being taken into account. When? hashtable cut offs, null move cut offs, and pruning methods based on eval (stand pat like methods). The better the engine, the more cut offs are obtain with ZERO moves. That of course is at the expense of number of cut offs with ONE move, so... it is reasonable that Komodo gets a lower efficiency ratio number. We should include a ratio with cut offs with ZERO moves compared to more.Don wrote:I hope this means that Komodo's move ordering could be improved. This would be really good news for me. It looks like your numbers are better than mine. But somehow I expect that it will not turn out that way. Probably some detail of how pruning or LMR is done will make this invalid for comparison from one program to another.petero2 wrote:I get this:Don wrote:So I propose we try just averaging the number of moves we had to play to get a cutoff - if no cutoff we don't average anything.
Anyone game?Code: Select all
pos cutoffs tries bf move bm 1 10233881 12335221 1.205 exd4 Rxb4 2 7713263 9606398 1.245 O-O O-O 3 7540416 8878716 1.177 Be2 Bxe4 4 7178019 9486906 1.322 Bxg6 Bxg6 5 8093288 9510076 1.175 b4 b4 6 10000027 11317711 1.132 f3 f3 7 13452869 15645366 1.163 Kg3 Kg3 8 13682823 15647401 1.144 Kg3 Kg3 9 8559713 9923587 1.159 c5 c5 10 8891653 10324336 1.161 Be2 Nxe6
If we have
Engine A (cut offs at moves)
0: **********************
1: ***************
2: ***
3: *
4: *
etc
Engine B (cut offs at moves)
0: *****
1: **************************
2: ***
3: *
4: *
etc
Engine A is better than B but with the ratio we are talking about, it looks worse since the column at "0" is not taken into account.
Miguel
