> > DF: how many ply is your usual search? I'm getting 3 to 6 ply in the main > search, but the quiescence search often adds another 3 to 8 ply. The Q > search has almost all the nodes. > > Right now I use weak patterns to "veto" moves from the tree. If a > move is below a given rating I don't even try it if I am on the last 4 > ply of the search > > I want to clarify this. FooBar is currently doing fixed 3 ply search and not looking at the time clock on CGOS time-controls. BUT, this is for 9x9 games. It occurred to me that you might be talking about 19x19 games which I haven't tested.
I don't currently use any form of quies because my evaluation function consists of N play-outs, where N might be around 100 - 200 play-outs or so. It might still be useful to have a layer that deal with difficult to resolve situations but with play-outs you don't need quiescence the same way you would with a static evaluation function that is relatively naive about tactics such as a chess style evaluation function. Sometimes FooBar has 2 or more minutes left at the end of a totally played out game doing fixed 3 ply searches. A lot of the time is taken up by just 3 or 4 early moves and most of the 3 ply searches return very quickly - so FooBar would be doing a fair number of 4 ply searches in the middle game if I had time-control. I'll fix this soon, hopefully it will give a nice improvement - I hope to get about 50 ELO or more for this. To get even time management I may have to sacrifice 2 or 3 of the 3 ply searches to get a more 4 ply searches. I can do 5 ply searches in about 85 seconds per move on average - it varied from about 40 seconds to 200. I did this estimate with 10 middlegame positions. The branching factor seems to be about 3.5 per iteration. I'm going to test this to 7 ply later. *DEPTH TIME BF ----- ----- ----- 2 2.2 - 3 7.9 3.6 4 24.3 3.1 5 84.7 3.5 *
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