Henk wrote:If there are many you can always post the most interesting ones. Maybe there were ideas that were so promising that it would at least make 100 or 200 ELO. But unfortunately it didn't.
Well, I don't keep track of my briliant
failed ideas, but here are a few.
SEARCH
#1. I remembered from the old days when a ply was a real ply and in quiet positions an iteration gave an exact mainline iteration length the score on odd iterarions tended to be somewhat higher than on even iterations.
Nowadays things are all mixed up due to nullmove, reductions, pruning, etc. And so out of curiosity I made 2 versions, version X forcing the search to odd horizon (leaf) (RD=0) depths and version Y forcing the search to even horizon depths. Both were a considerable regression. Not really a surprise.
#2. All kind of juicy extensions at the leafs (RD=0) instead of moving into QS. Eventually I kicked them all out a long time ago but there definitely is some value in it. I am just too lazy to try it again now the hardware allows me to do it. An example (by head) would be: in case you have a double attack (say a fork) QS will not resolve if it pays off, so I extend(ed).
EVALUATION
I hate it with passion when I don't get common chess knowledge to work in the sense it is a progression in comp-comp. By head, some of my frustrations:
#1. As Daniel Jose already pointed out, pins. It's normal to increase the pressure on a pinned piece, especially with a pawn. And it doesn't work. In the end a lousy small bonus is best.
#2. Another rule is to measure clear advantages and when you have more than the opponent reward it. As an example, if you have the bishop pair plus a passed pawn, your mobililty is clearly better, your king safety is ok (or even better) the chess rules dictate you have a won game. So depending on the number of advantages you may expect you can apply a big fat bonus. Doesn't work for me
Even small bonuses hardly work.