Author: Ross Boyd
Date: 02:57:41 04/18/05
Go up one level in this thread
>>>Which makes me think a low legal move count would be a better indicator of when >>>to avoid null moving, rather than the usual "if (total_side_to_move_pieces < x)" >>>condition. I think Movei generates legal moves and so is able to use this >>>method. >>> >>>Food for thought, >>> >>>Ross >> >>Yes >> >>Movei is using that method but unfortunately it cannot solve it in a reasonable >>time probably because of other tricks that I use that may help in games but not >>at test suites. >> >>Latest Movei does not see the mate at depth 17 and the branching factor from >>depth 14 is very bad. >> >>It needs >>20490 nodes to finish depth 14. >>234720 nodes to finish depth 15. >>3524639 nodes to finish depth 16. >>54218505 nodes to finish depth 17. >> >>Uri Hmmm... that's a lot of nodes... if I recall correctly you don't do hash table cuts, so that might explain the low depth. TRACE doesn't solve it either, and gets to ply 40 almost instantly with a draw score only. If I switch off null move, then it takes about 12 seconds (P3-600) to find the mate. Not sure now what depth was needed. Ross > >I can add 860366286 nodes to finish depth 18 with 0.00 evaluation. > >public movei not signioficantly different >3524852 nodes to finish depth 16 >54297529 nodes to finish depth 17 > >Other interesting positions to test and still not easy for movei > >8/8/8/2p5/1pp5/brpp3P/qpprp3/1nkbK3 w - - 0 1 > >8/7P/8/2p5/1pp5/brpp4/qpprp3/1nkbK3 w - - 0 1 > >I am afraid too many check extensions prevent movei to go deep and solve the >position. > >Uri
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