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Subject: Re: Adaptive Null Move Pruning

Author: Ernst A. Heinz

Date: 10:53:40 09/28/00

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Hi Vincent,

>I lack the time and especially motivation to create articles,
>also i don't get paid to write them.

Me neither and I assume the same applies to Bob. Academic
institutions do not pay you for your scientific publications.
They are rather a pre-requisite for the real jobs.

>>If you already explained what it is, I missed it. I do not
>>know what you mean exactly by "double null move". How and
>>when do you apply it? What about experimental evaluation?
>
>the double nullmove enhancement is real simple explained by a few
>lines of code
>when to nullmove, assuming you store in an array movelist[128]
>the moves, and the current real depth is realdepth (the actual
>number of moves made).
>
>if( !incheck && !pawnendgame
> && (movelist[realdepth-1] != nullmove
>      || movelist[realdepth-2] != nullmove)( { // then allow nullmove
>  movelist[realdepth++] = nullmove;
>  ..
>}

Hmh, is "movelist" indexed by full moves (i.e, stores the
moves for one side only) or ist it indexed by plies?

In the latter case, "movelist[realdepth-1] != nullmove"
is a natural condition that almost everybody enforces
("DarkThought" included).

=Ernst=



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