Author: scott farrell
Date: 07:24:59 01/12/04
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On January 12, 2004 at 05:52:07, Tord Romstad wrote: >On January 11, 2004 at 21:18:30, macaroni wrote: > >>I have recently been fiddling arround with some passed pawn code, however I just >>can't seem to get it working very well. Can you give me an idea of what sort of >>values you give different types (in different stages) of passed pawns? > >Here is a rough description of what I do: > >Start by giving the passed pawn a bonus depending on which rank it occupies. >You then adjust this bonus depending on the placement of the other pieces >on the board. Some examples: > >Protected passed pawns and passed pawn duos are especially dangerous. >Adjust the bonus up if there is a friendly pawn beside or diagonally >behind the passed pawn. > >Adjust the bonus up if there is a friendly rook behind the pawn, and down if >there is an enemy rook behind it. this is where you need to be careful if you have a pawnhash, you cant hash in other pieces :) you have to put it into the rook/king eval instead. Scott > >A passed pawn is usually more dangerous if it is supported by a king. >Increase the bonus if the friendly king is close, especially if it is >somewhere in front of the pawn. Likewise, you should increase the bonus >if the enemy king is far away. In rook endgames, it is probably a good >idea to further increase the bonus if the enemy king is cut off by >a rook (I don't do this yet, but I plan to add it in the near future). > >Passed pawns are most dangerous if they are able to advance safely. >If the passed pawn is blocked by an enemy piece, adjust the bonus down. >If it is unblocked, increase the bonus if your static exchange evaluator >decides that it is safe to push the pawn, and reduce the bonus if it is >not safe to push it. > >Tord
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