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Subject: Re: Progamming; Null Moves

Author: Robert Hyatt

Date: 07:09:52 12/28/99

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On December 28, 1999 at 04:15:21, Bas Hamstra wrote:

>On December 27, 1999 at 10:24:30, Robert Hyatt wrote:
>
>>On December 27, 1999 at 05:14:47, Edward Heddle wrote:
>>
>>>I'm new here. I am not actually involved in programming, but more the theory of
>>>programming.
>>>
>>>My question is; how do null move reductions work; i.e, at what points in the
>>>search tree are null moves tried?
>>>
>>>Thanks
>>>
>>>Ed ;)
>>
>>
>>Everywhere.  Any position where you can let your opponent move twice in a
>>row, and you still fail high, is obviously a very good position for you (or
>>a very bad one for him.)
>
>Still it is strange that this worked bad at shallow depths. That same kind of
>errors must still be in the nullmove tree. If
>
>I am still not entirely convinced that with nullmove is always better. If I let
>my engine play GNU for example with R=2 and with nullmove off, it doesn't seem
>to make a big difference at blitz.


Null move hides things.  If you do a 5 ply search, you make a move at ply 1,
your opponent plays Qh6 at ply=2 (he has a pawn at f6, you have _nothing_ to
defend g7 against Qg7 mate).  Now if you try a null-move, R=2, you end up in
the q-search where you won't see Qg7+ unless you include this kind of move
in your capture search.  So you don't see it, you make the move at ply=1 and
instantly lose.  The move at ply=1 might be taking what appears to be a free
rook.  But it costs _dearly_...

At deeper depths, the errors occur within 3 plies of the tips, which is far
from the root.  Errors are less likely, although still possible to be sure..



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