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Subject: Re: Nimzo Paderborn (German)

Author: Frank Schneider

Date: 00:06:10 07/12/99

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On July 09, 1999 at 17:58:03, Peter McKenzie wrote:

<big snip>
>>
>>In Paderborn, Chrilly openly admitted to employ multi-cut pruning.
>>Maybe this is the "top secret" method ...
>>
>>The bibliographic refernces for multi-cut pruning follow below.
>>
>>Bj"ornsson, Y. and Marsland, T.A. (1999).
>>Multi-cut pruning in alpha-beta search.
>>1st International Conference on Computers and Games,
>>Proceedings, H.J. van den Herik and H. Iida (eds.),
>>pp. 15--24, LNCS 1558, Springer, ISBN 3-540-65766-5.
>>
>>Bj"ornsson, Y. and Marsland, T.A. (1998).
>>Risk management in game-tree pruning.
>>Technical Report TR 98-07, Department of Computing Science,
>>University of Alberta.
>
>Perhaps someone could post a brief overview of what Multi-cut pruning is?
>I've never heard of it before...
>

Ingvi sent me the first paper mentioned above. I'll try to explain the idea:

- if you are at an expected cut-node (as opposed to an all-node)
  and not in check and there is enough material on the board
- try to search 10 moves with a depth reduced by R=2
- if 3 of this 10 moves fail high cut without searching a move to
  full depth.

Of course you can use different values than (3,10,2). The idea is that
it is very likely that the node will really be a cut-node if 3 moves
failed high. The idea can be described as a kind of 'inverse singular
extensions' (use shallow searches to make sure a move is not singular).

Very nice idea but so far I had trouble implementing it successfully.

Frank




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