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Subject: Re: Null-move R=? question

Author: Gian-Carlo Pascutto

Date: 10:02:17 09/29/99

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On September 29, 1999 at 09:34:45, Robert Hyatt wrote:
>1.  I tried the R=2/R=1 trick...  ie if depth > 2 use R=2, else use R=1, so
>that you always have a non-null on the end.  That hurts performance badly.

In what way ? Is it worse than using R=1 for everything ? It got the
impression it was ok, but maybe I didn't do enough testing.

I'm unsure about R=2. It seems very risky when you get less than 5 ply
searches.

>2.  R=1 is safer, but it turns a 5 ply search into 4 plies or less (if you
>use recursive null-move).  But on any reasonable hardware you should _never_
>see 5 ply searches.  IE on ICC in blitz games, I generally see at least 8 and
>normally 9-10 or more...

Maybe I should have mentioned this: my program plays bughouse/crazyhouse,
mostly 3 0 timecontrols on a Cyrix150 machine. Most searches I see go to
4 or 5 ply, even less if there are lots of checking lines, and sometimes
more if there aren't much pieces in hand. I'm seeing a lot more moves per
position than the 38 average you guys have to cope with :)

--
GCP



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