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Subject: Re: NULL move question

Author: Robert Hyatt

Date: 12:18:12 01/21/00

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On January 21, 2000 at 14:45:27, J. Wesley Cleveland wrote:

>On January 20, 2000 at 18:12:20, Robert Hyatt wrote:
>
>>On January 20, 2000 at 11:46:44, leonid wrote:
>>
>>>
>>>And how many plies, approximately, must be searched before the null-move will be
>>>used? In what part of the game (or average number of moves per ply) and for what
>>>computer speed you indicate your number of plies.
>>>
>>>Leonid.
>>
>>There is no magic number, and no easy answer.  The problem is that R=2 hides
>>two plies.  If you do a 5 ply search, you can try a null at ply=3 and all you
>>can do after that is a capture search.  Which hides a lot of threats... and the
>>threats are so close to the root that you might not be able to avoid them after
>>making the move at ply=1.  At depth=8, you still hide 2 plies, but you have
>>4 more to find the threats.  At depth=12, it gets better... because you push
>>the ugly errors off farther into the tree, where you have (hopefully) more
>>alternatives to avoid potential problems by varying at one of several different
>>points in the tree...
>>
>>I used to get murdered with R=2 when I was doing 5 plies in blitz.  I now do
>>10-11 in blitz and don't see a problem at all that I have noticed...
>
>Have you tried using differing Rs at differing depths ?


I have been for 2 years now.  R=3 closer to the root, R=2 closer to the tips...
to address the very problem I mentioned...  There are other things to do as
well, such as with reduced material, avoid any null moves near the root, so
that the null-move failures are pushed away from the root by a significant
margin.  No null moves if the side on move doesn't have a piece.  Etc...



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