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Subject: Re: An improvement to null move search

Author: Vincent Diepeveen

Date: 11:18:59 04/07/04

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On April 07, 2004 at 04:32:48, Uri Blass wrote:

>On April 07, 2004 at 04:06:38, Tord Romstad wrote:
>
>>The following idea is still untested, but unless I am missing something it
>>is guaranteed to reduce the number of nodes without any risk.  The idea is
>>fairly obvious, and I am sure some of you are already using it, but I still
>>don't think it is widely known.
>>
>>At a node where the remaining depth is sufficiently big that a null move
>>would not drop us directly into the qsearch, and beta > DRAW_SCORE, avoid
>>doing a null move search if the move leading to the node was a reversible
>>move.  The point is that we know that the null move search is a waste of
>>time in this case.  After the null move, the opponent can just reverse
>>his move, with a repetition draw score.
>>
>>Tord
>
>Even if the idea was correct then I think that it is private case of ETC
>but maybe I do not understand ETC.
>
>A possible idea is to detect the pattern
>from1 to1 from2 to2 to1 from1 in the last 3 moves and to try to2 from2 first in
>case that it is legal because it gives draw score even without search.
>
>it can be also in case of null moves(null move is a1a1)
>
>If you detect a1a1 b1c3 a1a1 then the first move to search is c3b1.
>
>Note that in that case it is important not to save the move in the hash tables
>or in the killer moves and I think that even changing the history is bad.
>
>I did not try it in movei but I may do it.
>I remember that Junior used that idea too much and there was a case when it
>showed a wrong draw score based on 3 moves because it even did not care to check
>if the 4th move that cause a repetition is legal and it was illegal.
>
>Uri

All not needed what you write down here. What a bunch of nonsense.
Just treat the nullmove like a pawn move and restart counting in the
transposition array the same position count. then you get more cutoffs even
because you want a fail low for the c3b1 move, not a fail high.

A fail low gives a nullmove cutoff and saves you out searching a huge tree.



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