Author: Robert Hyatt
Date: 06:11:58 04/09/01
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On April 09, 2001 at 01:35:12, Vine Smith wrote: >On April 08, 2001 at 22:37:25, Robert Hyatt wrote: > >>On April 08, 2001 at 05:16:40, Vine Smith wrote: >> >>>So I get the impression that when I try adjusting the tropism, king safety >>>factors, etc., I'm doomed to disappointment, I won't get "immensely aggressive" >>>Crafty, so much as "immensely unsound" Crafty. Well, I'll take a look anyway. I >>>just had ver. 18.9 analyze a game where an IM did a very bad thing to me at the >>>National Open this year -- Crafty (along with every other program I've had look >>>at this, including Fritz 6 and Century 3) doesn't understand what's going to >>>happen until it's way too late. But perhaps the vicious attack my opponent >>>launched will look more interesting to Crafty with heightened tropism, and a >>>higher bonus for reducing my king's safety -- it's too deep to spot through >>>normal analysis. >> >> >>The problem will turn into balancing the aggressiveness vs its normal positional >>skills. It has a pretty good concept of pawn structure, endgames, etc. If the >>king safety aggressiveness overwhelms these terms, then you will get some >>aggressive play that leaves it in dead lost positions when the attack doesn't >>work. > >Well, that sometimes happened to Tal. But whose games are more entertaining, >Tal's or Petrosian's (yes, I know, some will indeed say Petrosian)? However, so >far I haven't got anywhere with tropism 125-150, asymmetry 25-50, so I guess >it's time to ratchet up king safety itself as well. How small are these >positional values versus material values? I'm trying to get the program to spot >an exchange sacrifice based on general principles alone, because there's no way >it's going to search deep enough to see the concrete justification. If it >sometimes incorrectly sacrifices as well, so be it. Human players carelessly >toss material around all the time, it's time programs join them! The scores can get pretty large. IE king safety can go way beyond a pawn, and when you factor in the second order stuff, it can go beyond 2 pawns. The default for asymmetry is -30 to -40 depending on the version. +40 to +50 should begin to make a difference. When you change one of those it should display a vector of numbers showing how the score will climb or fall as the feature becomes more pronounced or significant.
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