Joost Buijs wrote: ↑Thu Oct 28, 2021 5:20 pm
You don't need special evaluation features to solve fine70. It can be solved on pure tactical grounds but you have to disable NMP (like most engines do when there are only pawns and kings on the board).
Ah yes, this is critical. If I always allow null move pruning, Myrddin jumps to depth 66 in three seconds, but with a draw score and the move Kb2. Depth doesn't mean anything if you've selected the wrong move. So I disable NMP if the side to move has only pawns.
66 plies really? Without nullmove i'm pretty sure i could reach that quickly.
Mainline Kb1 is here at 24 plies +3.2 after in total 922776 nodes searched. That's single core 2012 version which has some bugs in hashtable - especially in the update of it. Bugs as in: not great for branching factor - not like crashing bugs.
Interestingly at 23 plies Kb1 already gave a fail high but obviously the research done was not so great
Joost Buijs wrote: ↑Thu Oct 28, 2021 5:20 pm
You don't need special evaluation features to solve fine70. It can be solved on pure tactical grounds but you have to disable NMP (like most engines do when there are only pawns and kings on the board).
Ah yes, this is critical. If I always allow null move pruning, Myrddin jumps to depth 66 in three seconds, but with a draw score and the move Kb2. Depth doesn't mean anything if you've selected the wrong move. So I disable NMP if the side to move has only pawns.
66 plies really? Without nullmove i'm pretty sure i could reach that quickly.
Mainline Kb1 is here at 24 plies +3.2 after in total 922776 nodes searched. That's single core 2012 version which has some bugs in hashtable - especially in the update of it. Bugs as in: not great for branching factor - not like crashing bugs.
Interestingly at 23 plies Kb1 already gave a fail high but obviously the research done was not so great
To compare for clarity:
Myrddin, single core, with code to avoid null move if there are only pawns, finds Kb1 at depth 18 and reaches depth 43 in three seconds. The eval at that point is +9.92.
With null move always enabled, it stays on Kb2 with a draw score and reaches depth 66 in three seconds.
Joost Buijs wrote: ↑Thu Oct 28, 2021 5:20 pm
You don't need special evaluation features to solve fine70. It can be solved on pure tactical grounds but you have to disable NMP (like most engines do when there are only pawns and kings on the board).
Ah yes, this is critical. If I always allow null move pruning, Myrddin jumps to depth 66 in three seconds, but with a draw score and the move Kb2. Depth doesn't mean anything if you've selected the wrong move. So I disable NMP if the side to move has only pawns.
66 plies really? Without nullmove i'm pretty sure i could reach that quickly.
Mainline Kb1 is here at 24 plies +3.2 after in total 922776 nodes searched. That's single core 2012 version which has some bugs in hashtable - especially in the update of it. Bugs as in: not great for branching factor - not like crashing bugs.
Interestingly at 23 plies Kb1 already gave a fail high but obviously the research done was not so great
To compare for clarity:
Myrddin, single core, with code to avoid null move if there are only pawns, finds Kb1 at depth 18 and reaches depth 43 in three seconds. The eval at that point is +9.92.
With null move always enabled, it stays on Kb2 with a draw score and reaches depth 66 in three seconds.
How many nodes?
Note that i would guess reductions cause Diep to need more plies than 18.
JVMerlino wrote: ↑Sun Oct 31, 2021 5:17 am
To compare for clarity:
Myrddin, single core, with code to avoid null move if there are only pawns, finds Kb1 at depth 18 and reaches depth 43 in three seconds. The eval at that point is +9.92.
With null move always enabled, it stays on Kb2 with a draw score and reaches depth 66 in three seconds.
How many nodes?
Note that i would guess reductions cause Diep to need more plies than 18.