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Subject: Re: Nullmove implementation

Author: Uri Blass

Date: 03:00:05 05/20/02

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On May 20, 2002 at 05:49:02, Matthias Gemuh wrote:

>On May 20, 2002 at 04:54:20, Uri Blass wrote:
>
>>On May 20, 2002 at 04:46:27, Pham Minh Tri wrote:
>>
>>>On May 20, 2002 at 04:04:54, Matthias Gemuh wrote:
>>>
>>>>
>>>>Hi Experts,
>>>>
>>>>how can I prove that my nullmove implementation is correct? Or that nullmove
>>>>helps?
>>>
>>>It is correct if your new engine:
>>>- searchs more depths. Your engine should search deeper 1-3 depths with same
>>>time as before.
>>>- has same results with test sets (or may be very slighly different).
>>
>>I think the result in test suites should be better.
>>
>>At least my experience says that null move pruning improved the results in test
>>suites and not only in games.
>>
>>Uri
>
>
>
>Aren't there some "magic" positions which demonstrate the strength of nullmoves
>:-)?
>
>Matthias.

You can try the following position:

r1b1r1k1/p1p3pp/2p2n2/2bp4/5P2/3BBQPq/PPPK3P/R4N1R b - - 0 1

My program solved it at the same depth with and without null move pruning but
null move helped it to find the move faster.

It was not a very big improvement.
There were also positions when my program needed more time but the total result
is better.

Uri



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