Author: Vincent Diepeveen
Date: 12:18:04 08/13/02
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On August 13, 2002 at 07:23:38, Uri Blass wrote: >My definition for a sacrifice or blunder >is a move that lose material based on >the depth that programs can see. > >The definition of losing material is based on >the material values 1,3,3,5,9. with all respect but your table is outdated in advance. a) 2 rooks are weaker than a queen in 99.9% of all cases the computer sees 2 rooks for a queen b) this table indicates that giving away 2 pieces for a rook+pawn is great c) giving away a piece for 3 pawns is great according to this table, especially if we know that one of the 3 pawns gets a passer So the definition is not correct! In diep queen = 11.5 pawns rook = 5.5 pawns piece = 3.6 pawns and i have special cases to catch weird cases which sometimes happen. >For a clear definition we need to compare >the evaluation of a program with mainly material evaluation before and after the >move when we give it an hour to search. > >A program with mainly material evaluation is defined to be >a program with positional scores >that are always smaller than 0.5 pawns. again a wrong assumption. Some very old programs (like some at dedicated machine) have like 2 extra rules in evaluation which always is like "if passer on 2nd row then score += 3.0" In short especially a few very materialistic beancounters are tuned to very high scores, whereas others with loads of chess knowledge usually are more relaxed in this respect. >The definition of losing material moves may be dependent >on the hardware that is used and the quality of the >search rules of the program that is used. First throw your definition away and start rephrasing. >I define wrong sacrifice to be a blunder(the decision if a sacrifice is wrong >is a human decision). >The question is if we expect to find majority of blunders or >majority of sacrifices in interesting positions from computer games(positions >when the game is already decided are not interesting). >Uri
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