Author: Bernhard Bauer
Date: 00:08:25 09/29/00
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On September 28, 2000 at 10:18:53, Dieter Buerssner wrote: >On September 28, 2000 at 04:26:54, Bernhard Bauer wrote: > >[much snipped] > >>My modification has also to do with null move, but I do another change. >>Instead of the original statement in search.c >>if (do_null && !tree->in_check[ply] && pieces >> && (pieces>5 || depth<421)) { >> >>I use the following statement >>if (do_null && !tree->in_check[ply] && pieces>0 && depth>60 && >> && (pieces>9 || depth>301) ) { > >This is interesting. The original Crafty code uses null move at the leaves of >the tree, when close to the endgame. Your code uses null move at at the front of >the tree. Has this shown to be better in test suites or in games? > >Also, you don't allow null moves at the last ply. Does this reach higher depth >with the same node count? > >-- Dieter For many pieces (pieces>5) the original Crafty code will always use null move. I don't use null move for the first ply hoping to get a better move ordering. If only a few pieces remain I don't do null move for the first 5 plies. I don't know if this plays better as I mostly use Crafty for analysis, but I do some tests to overcome some shortcomings of Crafty. Kind regards Bernhard
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