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Subject: Re: NULL move question

Author: Vincent Diepeveen

Date: 07:08:09 01/18/00

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On January 18, 2000 at 09:15:23, Robert Hyatt wrote:

>On January 18, 2000 at 06:23:34, Vincent Diepeveen wrote:
>
>>On January 17, 2000 at 16:47:24, Dann Corbit wrote:
>>
>>>I have a theory that NULL move hurts at very, very long calculation times.
>>>
>>>The reason I suspect that it is true is that if one position in ten thousand is
>>>a zugzwang type and you consider a billion positions, a lot of them will be NULL
>>>moves.  Most of them will be the kind that really should be avoided (maybe 99%
>>>or even 99.9%) but the 0.1-1% that really should be responded to get ignored.
>>>When only a few million nodes are searched, I doubt if there is a problem except
>>>in rare circumstances.
>>>
>>>Opinions?  Am I all wet?
>>
>>You're not correct. double nullmove detects zugzwang.
>>In rook endings typical sometimes a single zugzwang is the problem.
>>Therefore double nullmove is a great invention. Crafty fixes it by
>>turning nullmove off when there is 1 piece left. That is a hard fix.
>>double nullmove sees zugzwang also when there are n pieces left.
>>
>>Vincent.
>
>
>Not me. I don't turn null move off until there are _no_ pieces left...

Double nullmove nowadays in crafty?
Or don't you find it useful to detect zugzwang with crafty in all those
hundreds of thousands of games at the internet?





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