KingCapture Engines - logical NullMove problem ?
Posted: 21 Sep 2005, 14:21
Hello,
my engine is a "KingCapture" engine. So i only know that it's mate if i can capture the king. I found the following logical problem in my engine:
If white is mate and moved with the king normaly i expect the return value "KingCapture". This works fine, but its possible on the next node that white could do a "NullMove" and go out of the Mate und that would be a cutoff.
The only solution, that i found, is to do no NullMove if the last node was "incheck". We must do that on all nodes, no matter if all, cut, or pv.
Better ideas ?
Best,
Daniel
my engine is a "KingCapture" engine. So i only know that it's mate if i can capture the king. I found the following logical problem in my engine:
If white is mate and moved with the king normaly i expect the return value "KingCapture". This works fine, but its possible on the next node that white could do a "NullMove" and go out of the Mate und that would be a cutoff.
The only solution, that i found, is to do no NullMove if the last node was "incheck". We must do that on all nodes, no matter if all, cut, or pv.
Better ideas ?
Best,
Daniel