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Subject: Re: Fine 70 same 7 engines (diagram!)

Author: Robert Hyatt

Date: 14:08:38 09/09/01

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On September 09, 2001 at 14:46:15, Rafael Andrist wrote:

>On September 09, 2001 at 14:06:47, Bruce Moreland wrote:
>
>>On September 09, 2001 at 08:10:20, Rafael Andrist wrote:
>>
>>>On September 08, 2001 at 13:36:33, Bruce Moreland wrote:
>>>
>>>>[D]3k4/2p1p1p1/p1P1P1Pp/P6P/4K3/8/8/8 w - - 0 1
>>>>
>>>>>Mine completes a 101 ply search here in 1.9 seconds, returning a draw by the
>>>>>50-move rule.
>>>>>
>>>
>>>Mine returns immediately a draw score, because I detect those positions be eval.
>>>
>>>Rafael B. Andrist
>>
>>How often do you think this helps in games?
>>
>>bruce
>
>If my program survives the middle game, it reaches often inferior endgame
>positions, so it will help newer :(
>
>But:
>The blocked pawns are detected with simple shifting operations which costs
>pratically nothing. In that case a co-ordinate squares system is generated.
>During this generation process it is detected that there are no possible king
>break troughs - therefor it must be a draw. This draw detection is only a small
>integral part of a more global evalution structure.
>
>Rafael B. Andrist


This is certainly one place bitmaps work well.  discover all pawns are blocked.
Discover there are no safe entry squares for either (or only the winning) king.
Etc.



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