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).
Another idea for null move pruning solution
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Uri Blass
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- Location: Tel-Aviv Israel
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Henk
- Posts: 7251
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Re: Another idea for null move pruning solution
What's wrong with null move pruning ?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).
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ZirconiumX
- Posts: 1362
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- Full name: Hannah Ravensloft
Re: Another idea for null move pruning solution
Zugzwang is the problem. I don't think this is the solution.Henk wrote:What's wrong with null move pruning ?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).
Matthew:out
tu ne cede malis, sed contra audentior ito
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mvk
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Re: Another idea for null move pruning solution
Yes. What is your own experience with this?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).
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Uri Blass
- Posts: 11171
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- Location: Tel-Aviv Israel
Re: Another idea for null move pruning solution
My own experience is that I did not test it.mvk wrote:Yes. What is your own experience with this?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).
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lucasart
- Posts: 3243
- Joined: Mon May 31, 2010 1:29 pm
- Full name: lucasart
Re: Another idea for null move pruning solution
So it's always the same story with you.Uri Blass wrote:My own experience is that I did not test it.mvk wrote:Yes. What is your own experience with this?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).
Theory and practice sometimes clash. And when that happens, theory loses. Every single time.
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BBauer
- Posts: 658
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Re: Another idea for null move pruning solution
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
// 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