Author: Ralph Stoesser
Date: 16:44:41 07/12/03
Go up one level in this thread
On July 12, 2003 at 14:20:05, Grzegorz Sidorowicz wrote: >On July 11, 2003 at 09:02:03, Grzegorz Sidorowicz wrote: > >[d]8/k7/3p4/p2P1p2/P2P1P2/8/8/K7 w - - > >Now my problem is solved!!! >Problem was in null move but no only in null move. >I cut off from my program > > if (height>=level-2 && wrpx<beta && val_gatunek[spr_poz]==UBOUND) > { > do_null=false; > } > >and for example in place where is code: > case LBOUND: > if (wrpx>= beta) > { > if (antr>1) > ans_hash[antr].sx=-1; > return beta; > } > >now I use code: > >alpha=max(alpha,wrpx); >if (alpha>=beta) >{ > if (antr>1) > ans_hash[antr].sx=-1; > return alpha; >} > >and my program can find it on depth after 1 minute on Athlon 1700+ >It is long time but now my program can do it! :-) >Now I have got next problem. Maybe null move in pown ednings it is bad idea? >What do you think about it? >Are you use null move in pown endings? >Do you think that I can have bug in null move prunning? > >Best Regards and thank you gor all!!! >I love you !!!! >Now my program can solve 4 position more in WAC!!!! >wow! > >Grzegorz Null-move in pawn endings is a bad idea, because pawn endings are full of zugzwang positions. Remember: null-move pruning assumes that, for the side to move, it's always better to make a move instead of make no move at all. Zugzwang positions do hurt the precondition of null-move pruning, since zugzwang means: every move you make worses your position. -Ralph
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