Number of Leaf nodes of a certain Node type at depth n ^{[2]}:

n = even:

n = odd:

So for the sum of the Leaf-nodes at depth n as well as the total sum of nodes (including interior nodes) up to depth n holds

Leaves by Depth

Assuming a constant branching factor of 40, this results in following number of leaves, using the floor and ceiling formulas in the header :

depth

number of leaves with depth n and b = 40

worst case

best case

PV

CUT

ALL

n

0

1

1

1

0

0

1

40

40

1

39

0

2

1,600

79

1

39

39

3

64,000

1,639

1

1,599

39

4

2,560,000

3,199

1

1,599

1,599

5

102,400,000

65,599

1

63,999

1,599

6

4,096,000,000

127,999

1

63,999

63,999

7

163,840,000,000

2,623,999

1

2,559,999

63,999

8

6,553,600,000,000

5,119,999

1

2,559,999

2,559,999

n = even:

n = odd:

Iterative Deepening

Inside an iterative deepening framework, the odd-even effect causes an asymmetry in time usage. Even-odd transitions grow (much) more than odd-even. The effect diminishes due to quiescence search and selectivity in the upper part of the tree. However, past and recent programs addressed that issue. For instance L'Excentrique used two ply increments ^{[3]}, and Bebe had no quiescence at all, and searched in two ply increments as well ^{[4]}. Other programs used fractional plies for extensions^{[5]} and ID increments.

Score Oscillation

Additionally, many programs exhibit an effect on the score based on the parity of the search depth due to the extra tempo of odd ply searches. Scores are stable when one looks at results from the odd plies only, or even plies only, but are sometimes unstable when they are mixed. One remedial on this odd-even effect is to apply a tempo bonus in leaf evaluation for the side to move.

## Table of Contents

Home * Search * Alpha-Beta * Odd-Even EffectThe

Odd-Even Effectof Alpha-Beta is caused by the topology of the minimal game tree of uniform depthnand branching factorb. Michael Levin found the formula of the number of leaf nodes, which was published in Edwards' and Hart's 1961 Alpha-Beta paper^{[1]}.## Even

## Odd

## Node Types

Number of Leaf nodes of a certain Node type at depth n^{[2]}:n = even:n = odd:So for the sum of the Leaf-nodes at depth n as well as the total sum of nodes (including interior nodes) up to depth n holds

## Leaves by Depth

Assuming a constant branching factor of 40, this results in following number of leaves, using the floor and ceiling formulas in the header :nn = even:n = odd:## Iterative Deepening

Inside an iterative deepening framework, the odd-even effect causes an asymmetry in time usage. Even-odd transitions grow (much) more than odd-even. The effect diminishes due to quiescence search and selectivity in the upper part of the tree. However, past and recent programs addressed that issue. For instance L'Excentrique used two ply increments^{[3]}, and Bebe had no quiescence at all, and searched in two ply increments as well^{[4]}. Other programs used fractional plies for extensions^{[5]}and ID increments.## Score Oscillation

Additionally, many programs exhibit an effect on the score based on the parity of the search depth due to the extra tempo of odd ply searches. Scores are stable when one looks at results from the odd plies only, or even plies only, but are sometimes unstable when they are mixed. One remedial on this odd-even effect is to apply a tempo bonus in leaf evaluation for the side to move.## See also

## Forum Posts

## References

1961).The Alpha-Beta Heuristic. AIM-030, available from DSpace at MIT1992).An analysis of move ordering on the efficiency of alpha-beta search. Master's thesis, McGill University, advisor Monroe Newborn1989).The SEX Algorithm in Computer Chess. ICCA Journal, Vol. 12, No. 1## What links here?

Up one level