> The null move test is to play 2 moves in a row for one side and consider
> the result an upper bound.  (or conversely to consider the result a
> lower bound for the other side.)


I take it that without a good evaluation function to distinguish the value of a 
move with other moves one or two ply down into the tree, especially in the 
early game, that null move prune is ineffective for pruning the tree. And 
worse, if the evaluation function is wrong.
 
Also, is it just me that a good evaluation function early in the game is 
difficult to write? 
 
On a slight different topic, for those of you with experience writing an 
evaluation function for an alpha-beta search, do you use the number of total 
moves played to weight different parts of the evaluation function? For example, 
it is easier towards the end of the game to know the certainly of certain 
points and use that as the evaluation function. But at the beginning of the 
game, an estimate of territory seems to be a better function (in light of not 
knowing the certain of any or few points). How do you merge these functions as 
the game transitions between middle game to end game? (and as different parts 
of the board are in various stages too).

Phil
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