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Subject: Re: Mobility in eval

Author: Robert Hyatt

Date: 16:44:44 11/24/97

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On November 24, 1997 at 19:24:55, Willie Wood wrote:

>All,
>
>I recall reading that some programs, like Ferret, don't use mobility in
>their eval functions, and I would guess that's for speed.  I've been
>trying to do without mobility as an experiment, and it's been a bit
>tough to get the bishop to know what it's doing.  Anybody have a hint?
>

I'm not sure what Bruce does.  I do mobility for bishops, as there is
not a lot of other things that can tell whether the bishop is a good one
or a bad one...  But it doesn't have to be an expensive calculation,  if
you use the right data structures.  IE mobility is "free" for bitmap
programs...


>Another issue is the tree explosion that occurs with check extensions.
>Hyatt mentioned the use of fractional ply extensions on replys-to-check,
>though I don't see how that avoids being arbitrary (my lack of
>understanding).  I wonder if there's a good check-pruning method that
>would avoid chasing the king all over the board?
>
>WW

I have used fractional ply extensions for about 15 years.  The idea is
that
a normal check can extend 1 ply, but if there is only one legal way out,
I
let this extend by 3/4 of a ply.  The 3/4 is critical, because a single
such extension does nothing (3/4 < 1).  but the second such extension
will
trigger an extra ply, as will the third and fourth, then the fifth won't
extend, but the next 3 will.  This provides a throttling effect to
prevent
a non-terminating search.  Just be aware that following too many checks
is
just as bad as following too few.  You want to find the obvious mates so
you
don't get killed, but there is no real need to find a mate in 30.  I've
played
in computer vs computer and computer vs human games for almost 30 years
now
and have *never* seen a program of mine announce a mate in 30, nor have
I
ever found a position where such was important.  If you go too far, you
waste
time that could be used in other ways...




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