I'll have a look to see if there isn't a bug hidden there. But I suspect it's the correct behaviour. The thing is that at low depths, move count pruning kicks in, and the move ordering is stupid, because the history and refutation tables haven't been taught how to order moves very much. If I improve this (by initializing history tables more properly, like with eval increment + SEE), there will be no ELO impact, and it will play better at shallow depths. But I like the fact that reducing the depths makes it play really weaker, and capable of blunders. It's hard to find programs that one can beat these days. Skill levels and multi-PV are definitely on my todo list.tpetzke wrote:Hi,
what made your engine play 3. ... Na6. This looks like a very weak move even given the search limit of 1000 nodes. It doesn't really move the knight to a good spot and it also does not help to increase the mobility of the other pieces.
I just had a look at my (much weaker) engine. I have not implemented a search node limit but a ply 3 search uses about 1000 nodes in that position and it suggests 3. ... e6
It probably doesn't save the day but looks more natural. If you look into this you might get some ideas to further improve your monster.
Thomas...
PS: I played the revenge in 2048 nodes, and lost it... Obviously, I wasn't very proud, so I didn't post that PGN
