Is alphabeta your own idea? Null move? Hashing? Evaluating chess positions?
alphabeta
well I did my first chess program first on a Z80 learning platine then on a Sharp MZ80K with a high performing 1 MHz CPU using assembler language. Later I met some chess programmers on a Computer Chess World Championship at a CeBit and mentioned that alpha-beta would not be the most effective approach to evaluate a chess tree, but they only ignored - which is understandable not seeing ever a program of mine (they hardly would remember me). When making Smirf ready in a hurry before the GC championship I implemented a kind of alpha beta, but that finally will be replaced.
Null move
I do not like the idea of integrating nullmoves in the search tree. Their value is in the process of scaling the positional move evaluation. I do not use them in Smirf's search tree, I think there are more efficient heuristics.
Hashing
This is an old method, not only applied to chess positions. Here I am using a special subset of random numbers using a self written pseudo random number generator. Here this special subset might be relevant, though no one had been interested when I tried to discuss that. Also I do not know, which other implementings of a cache would allow the simultaneous storing of differently aspects at different levels for the same position and that combined with a genuine replacement scheme.
Evaluating chess positions
As I already often mentionend I do not use piece-coordinate tables but instead calculating interdependences between the pieces. I think this is somehow different from that what I have heared.
Reinhard.