Another idea for null move pruning solution

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Uri Blass
Posts: 11171
Joined: Thu Mar 09, 2006 12:37 am
Location: Tel-Aviv Israel

Another idea for null move pruning solution

Post by Uri Blass »

I wonder if people tried simply not to do null move pruning only in the first iterations during games so the program is going to use null move pruning in big majority of the cases.

It can be done based on iteration(the program use null move pruning only from iteration 10).

It can be done also based on the target time(if the program did not use at least 0.4% of the target time do not use null move pruning,later use null move pruning).
Henk
Posts: 7251
Joined: Mon May 27, 2013 10:31 am

Re: Another idea for null move pruning solution

Post by Henk »

Uri Blass wrote:I wonder if people tried simply not to do null move pruning only in the first iterations during games so the program is going to use null move pruning in big majority of the cases.

It can be done based on iteration(the program use null move pruning only from iteration 10).

It can be done also based on the target time(if the program did not use at least 0.4% of the target time do not use null move pruning,later use null move pruning).
What's wrong with null move pruning ?
ZirconiumX
Posts: 1362
Joined: Sun Jul 17, 2011 11:14 am
Full name: Hannah Ravensloft

Re: Another idea for null move pruning solution

Post by ZirconiumX »

Henk wrote:
Uri Blass wrote:I wonder if people tried simply not to do null move pruning only in the first iterations during games so the program is going to use null move pruning in big majority of the cases.

It can be done based on iteration(the program use null move pruning only from iteration 10).

It can be done also based on the target time(if the program did not use at least 0.4% of the target time do not use null move pruning,later use null move pruning).
What's wrong with null move pruning ?
Zugzwang is the problem. I don't think this is the solution.

Matthew:out
tu ne cede malis, sed contra audentior ito
mvk
Posts: 589
Joined: Tue Jun 04, 2013 10:15 pm

Re: Another idea for null move pruning solution

Post by mvk »

Uri Blass wrote:I wonder if people tried simply not to do null move pruning only in the first iterations during games so the program is going to use null move pruning in big majority of the cases.

It can be done based on iteration(the program use null move pruning only from iteration 10).

It can be done also based on the target time(if the program did not use at least 0.4% of the target time do not use null move pruning,later use null move pruning).
Yes. What is your own experience with this?
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Uri Blass
Posts: 11171
Joined: Thu Mar 09, 2006 12:37 am
Location: Tel-Aviv Israel

Re: Another idea for null move pruning solution

Post by Uri Blass »

mvk wrote:
Uri Blass wrote:I wonder if people tried simply not to do null move pruning only in the first iterations during games so the program is going to use null move pruning in big majority of the cases.

It can be done based on iteration(the program use null move pruning only from iteration 10).

It can be done also based on the target time(if the program did not use at least 0.4% of the target time do not use null move pruning,later use null move pruning).
Yes. What is your own experience with this?
My own experience is that I did not test it.
lucasart
Posts: 3243
Joined: Mon May 31, 2010 1:29 pm
Full name: lucasart

Re: Another idea for null move pruning solution

Post by lucasart »

Uri Blass wrote:
mvk wrote:
Uri Blass wrote:I wonder if people tried simply not to do null move pruning only in the first iterations during games so the program is going to use null move pruning in big majority of the cases.

It can be done based on iteration(the program use null move pruning only from iteration 10).

It can be done also based on the target time(if the program did not use at least 0.4% of the target time do not use null move pruning,later use null move pruning).
Yes. What is your own experience with this?
My own experience is that I did not test it.
So it's always the same story with you.
Theory and practice sometimes clash. And when that happens, theory loses. Every single time.
BBauer
Posts: 658
Joined: Wed Mar 08, 2006 8:58 pm

Re: Another idea for null move pruning solution

Post by BBauer »

I do
// Step 8. Null move search with verification search (is omitted in PV nodes)
int piecesCnt;
piecesCnt = RootPos.total_piece_count();

if ( !PvNode
&& !ss->skipNullMove
&& depth >= (2 + (32-piecesCnt)/2) * ONE_PLY
&& eval >= beta
&& abs(beta) < VALUE_MATE_IN_MAX_PLY
&& pos.non_pawn_material(pos.side_to_move()))
{

My experiences are good. But I do no game play, only analysis.

Kind regards
Bernhard