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Subject: Re: Verified Null-moving

Author: Peter Fendrich

Date: 08:42:28 08/12/04

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On August 12, 2004 at 10:52:36, martin fierz wrote:

>On August 12, 2004 at 09:28:24, Tord Romstad wrote:
>hi tord,
>thanks for the clarification! so you really RETURN when your
>almost_certainly_fail_high function returns true? isn't this a bit dangerous? i
>mean, probably it helps, but i can imagine that there are positions where
>gothmog will never find the right move because your almost_certainly_fail_high
>function returns 1 in a position where it shouldn't.

I agree that it sounds dangerous without relating it to depth.
In my view there are two ways to avoid the problem you meantion:

1) if (some_condition && ply > x) return;
2) if (some_condition && depth < y) return;
Where ply is the distance from the root and depth is "remaining depth"

In the first one you will find it later on in the game - when the interesting
move is closer to the root. Maybe a bit dangerous too but nevertheless possible.
In the second one you will find it when the iteration is high enough and if time
is limiting the iterations it will eventually be found later on in the game (if
it's still there)


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