cyberfish wrote:I am now thinking about adding things to it. I want to implement things that make a big difference in playing strength first. Here is the order I came up with -
SEE (try to not consider bad captures in qsearch)
killers
PVS (relies on good move ordering, hence after the first two)
Null move
LMR
IID
check extension
The biggest improvment comes from a bug free code
1) simple, bug free :
SEE : pruning bad captures from qs reduce the tree a lot
Killers : simple and good for move ordering.
Null move : a big win, note that this will reduce the tactic ability of your engine and add zugzwang problems.
IID : simple, good for move ordering.
2) will break the search
hash table : this won't break the search if you do not use it for cutoffs but only use it for move ordering ; features like iid, pvs, lmr, etc rely on hash tables because of all them will do search and re-search
PVS : big reduction of tree size if you don't use windows
LMR : a moderate to big win, big win at first but you must understand that your engine will be blind to lot of things (add it last).
search window : if you have too much time only...
HJ.