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Subject: Re: Nullmove question

Author: Robert Hyatt

Date: 08:36:55 01/13/04

Go up one level in this thread


On January 13, 2004 at 10:28:54, Michel Langeveld wrote:

>The idea of Nullmove is that you let a player have the right to do two moves
>during a game. If he can't win with this right then his position is really bad,
>and we count it as lost.
>--------------------------------------------------------------------------------
>original
>6    318    343459     -8  b1c3 b8c6 i1h3 d7d6 h3f4 c8f5
>7   1782   2188112      3  b1c3 d7d5 d2d4 c8f5 i1h3 i8h6 c1f4
>
>nullmove with: if (!c && !nullmoved && depth - 1 - R > 0)
>6    215    227824     -8  b1c3 b8c6 i1h3 d7d6 h3f4 c8f5
>7    859   1008458      3  i1h3 d7d5 d2d4 c8f5 b1c3 i8h6 c1f4
>
>nullmove with :if (!c && !nullmoved)
>6     59     63778     -3  i1h3 d7d6 g1f3 i8h6 b1c3 b8c6
>7    342    403509      3  i1h3 d7d5 d2d4 c8f5 c1f4 i8h6 b1c3
>
>My question is do I have to protect that after a nullmove we go immediatly into
>quiesce or can I live without this protection?

That is what I do.  If depth-R-1 is <= 0, drop directly into Quiesce(),
else call Search().


>--------------------------------------------------------------------------------
>
>/* search() does just that, in negamax fashion */
>int search(int alpha, int beta, int depth)
>{
>   int i, j, x;
>   int his_piece;
>   BOOL c, f;
>
>   int best_score;
>
>   /* we're as deep as we want to be; call quiesce() to get
>      a reasonable score and return it. */
>   if (depth <= 0)
>      return quiesce(alpha,beta);
>   ++nodes;
>
>   /* do some housekeeping every 1024 nodes */
>   if ((nodes & 1023) == 0)
>      checkup();
>
>   pv_length[ply] = ply;
>
>   /* if this isn't the root of the search tree (where we have
>      to pick a move and can't simply return 0) then check to
>      see if the position is a repeat. if so, we can assume that
>      this line is a draw and return 0. */
>   if (ply && reps())
>      return 0;
>
>   /* are we too deep? */
>   if (ply >= MAX_PLY - 1)
>      return eval();
>   if (hply >= HIST_STACK - 1)
>      return eval();
>
>   /* are we in check? */
>   c = in_check(side);
>
>   //we are not check and did not do a nullmove before
>
>   //Question : what if clausule can we use here?
>   if (!c && !nullmoved)
>   {
>      //set the end marker
>      first_move[ply + 1] = first_move[ply];
>      makenullmove();
>      x = -search(-beta, -beta + 1, depth - 1 - R);
>      takebacknullmove();
>
>      if (x >= beta)
>        return beta;
>
>      //restore that fact that we are not check
>      c = FALSE;
>   }
>
>   /* if we are in check don't seach deeper */
>   if (c) depth++;
>
>   gen();
>   if (follow_pv)  /* are we following the PV? */
>      sort_pv();
>   f = FALSE;
>
>   best_score = -10000;
>
>   /* loop through the moves */
>   for (i = first_move[ply]; i < first_move[ply + 1]; ++i) {
>      sort(i);
>      if (!makemove(gen_dat[i].m))
>         continue;
>      f = TRUE;
>
>      if (best_score == -10000)
>         x = -search(-beta, -alpha, depth - 1);
>      else
>      {
>         x = -search(-(alpha + 1), -alpha, depth - 1);
>         if (x > alpha && x < beta)
>         {
>            x = -search(-beta, -alpha, depth - 1);
>         }
>      }
>
>      takeback();
>
>      if (x > best_score) {
>
>         best_score = x;
>
>         if (x > alpha) {
>
>            /* this move caused a cutoff, so increase the history
>               value so it gets ordered high next time we can
>               search it */
>            if (x >= beta) {
>               addkiller(gen_dat[i].m);
>               his_piece = piece[gen_dat[i].m.b.from];
>               history[side][his_piece][gen_dat[i].m.b.to] += depth;
>               return beta;
>            }
>            alpha = x;
>
>            /* update the PV */
>            pv[ply][ply] = gen_dat[i].m;
>            for (j = ply + 1; j < pv_length[ply + 1]; ++j)
>               pv[ply][j] = pv[ply + 1][j];
>            pv_length[ply] = pv_length[ply + 1];
>         }
>      }
>   }
>
>   /* no legal moves? then we're in checkmate or stalemate */
>   if (!f) {
>      if (c)
>         return -10000 + ply;
>      else
>         return 0;
>   }
>
>   /* fifty move draw rule */
>   if (fifty >= 100)
>      return 0;
>
>   return best_score;
>}



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