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Subject: Re: Two nullmoves in a row

Author: Robert Hyatt

Date: 11:55:35 06/07/01

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On June 06, 2001 at 14:24:03, Scott Gasch wrote:

>Hi,
>
>Most of us do not allow two nullmoves in a row in one search line.  I know
>Vincent has some speciual trick for zugzwang detection... but other than him I
>don't know anyone using this technique.
>
>Consider, then, what happens when you make a nullmove in a parent node, recurse
>into a child node with the reduced depth, and hit a usable lower bound in the
>hash table.  That lower bound you hit could be the result of a previous nullmove
>indicated by a value with no move attached to it.


That is a dangerous assumption.  "UPPER" positions _also_ have no move attached
since there is no best move in an UPPER position.

> Right now, in this case, my
>engine happily fails high in the child and returns a value that causes the
>nullmove parent in the node above to fail low.
>
>My question is this: How is this situation different from allowing two nullmoves
>in a row?  The child node has in essence said "doing nothing is excellent, doing
>something must be better" just the same as if it had nullmoved.  Should hashed
>nullmove lower bounds be allower in nodes directly under a nullmove?  What is
>the reasoning, if so?
>
>Thanks,
>Scott


The plus for two consecutive null moves is that if you are truly in zugzwang,
where the side on move loses, then the second null-move search will fail
high, which will return a beta value to the previous null-move search which
will then fail low and be ignored...  eliminating the zugzwang error.

however, there is an issue here.  Most of the null-move failures are _not_
zugzwang related.  They are depth-related.  By chopping off 2-3 plies of the
search, you hide difficult-to-detect tactical threats and thereby overlook
them.  The double-null might be cute in pawn-only endings, allowing the use
of null-move searches there.  But in the middlegame, there is a cost associated
with the second search that is not 'cheap'...  And the double-null does nothing
to handle the lost depth issue.  In fact, it hides it further.



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