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Subject: Re: null move

Author: James Robertson

Date: 17:53:11 02/10/99

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On February 10, 1999 at 19:37:01, Bruce Moreland wrote:

>
>On February 10, 1999 at 15:19:40, James Robertson wrote:
>
>>Hi Mr. Moreland,
>>
>>Speaking of null moves:
>>My problems with the null move seem to be diminishing.... I added futility
>>pruning and several other improvements, and with every speed increase the null
>>move helps significantly more. I am hoping that by the time I add hash tables
>>and more pruning that I will get gains something like what you described. :)
>>
>>Thanks for you help.
>>
>>James
>
>If you put enough ketchup on it, anything is edible.
>
>Null move should work well right ouf of the box.  I'm not convinced yet that you
>are bug-free.
>
>I suggest you add some #ifdef NULL_MOVE statements at the appropriate locations,
>and try your new code with null move turned on and off.  It's very possible that
>all you are doing is hiding the problem.  You should see a big difference with
>null move on and off.
>
>You sent me some code in the mail.  I looked at it a bit, but I haven't replied
>to your email yet.  Since I presume you are reading this, I'll tell you one
>thing here:
>
>"short" is the data-type of Satan.  It is way better to use "int" at every
>possible opportunity, if you are talking about a Pentium-type machine running
>32-bit code.
>
>bruce

Hmmmmm. Ok, that sounds cool. And I'll keep hunting for bugs. Just the other day
I found a huge one in the pawn hash that was effectively rendering it
useless.... I keep thinking I have cleared all the bugs because it plays a
reasonable game, but then I find a new one..... :(

James



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