NMP on ALL nodes
Posted: 15 Apr 2007, 22:48
As most of you might know, Toga uses three different node types, namely NodePV, NodeAll, and NodeCut.
While the search acts differently on NodePV, the search acts absolutely identical on NodeAll and NodeCut. I was surprised that Toga e.g. does null move pruning on NodeAll. I believed that that is wasted time and also that occasional wrong pruning reduces the quality.
Therefore I changed Toga's behaviour not do do NMP on ALL nodes. I thought that this should increase the playing strength. However, the score after 120 games is within the usual range. Any ideas why one should do NMP on ALL nodes?
PS: I also tried to adapt node type handling in full_no_null to that in search_full. Handling node types differently there seems to be a bug that mixes up NodeAll and NodeCut - which of course currently has no effect on the playing due to identical handling of these types.
I also know that 120 games are too few. But I don't have the computational ressources to run more. Any ideas how to test with other methods?
While the search acts differently on NodePV, the search acts absolutely identical on NodeAll and NodeCut. I was surprised that Toga e.g. does null move pruning on NodeAll. I believed that that is wasted time and also that occasional wrong pruning reduces the quality.
Therefore I changed Toga's behaviour not do do NMP on ALL nodes. I thought that this should increase the playing strength. However, the score after 120 games is within the usual range. Any ideas why one should do NMP on ALL nodes?
PS: I also tried to adapt node type handling in full_no_null to that in search_full. Handling node types differently there seems to be a bug that mixes up NodeAll and NodeCut - which of course currently has no effect on the playing due to identical handling of these types.
I also know that 120 games are too few. But I don't have the computational ressources to run more. Any ideas how to test with other methods?