Author: José Carlos
Date: 09:20:52 01/12/04
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On January 12, 2004 at 11:07:19, Daniel Clausen wrote: >On January 12, 2004 at 10:02:07, Robert Hyatt wrote: > >[snip] > >>give white two pawns on d2/e2. Give black two pawns on a2/h2. Both kings >>in the center. Which side do you like? :) > >Black - even if the black pawns wouldn't be so advanced and would still be on >a7/h7. :) > >Problem is, I wouldn't really know what to code here. Of course you can code >something so the engine won't exchange all pieces so it won't end up in this >hopeless situation. But maybe it would be better to not let this pawn structure >occur earlier in the game already, even if there's still pieces on the board. >Sheesh, hard decision! :) > >Sargon Set a penalty for this structure in pawn endings. Then scale the eval for it in any position against material. For simplicity imagine you had material from 10 (all pieces) to 0 (only pawns). Then you could create an array like: int SCALE[] = {100,90,70,40,10,0,0,0,0,0,0}; eval = STRUCTURE_PENALTY * SCALE[Material] / 100; Use this kind of trick for any eval term that relates to material and you'll see a nice improvement in your engine. José C.
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