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Subject: Re: Does your program resign here? (or better: is it evaluated correctly?)

Author: Jeremiah Penery

Date: 09:50:15 01/11/03

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On January 11, 2003 at 08:31:44, Lieven Clarisse wrote:

>This is most probably a well known position (pasted below). But ruffian resigns
>here (5 min/game PIII 450 64MB hash). I think this kind of situation can be
>easily dealt with: if the evaluation score for the initial position is equal to
>that, after 25 ply (for instance) for the best line, than the score for that
>position should set to 0.00. In other words, if the engine can't make any
>progress after a certain number of moves, it is draw; no mather how inbalanced
>the material is for both sides.
>
>
>[D] 7k/8/1p1p1p1p/pPpPpPpP/P1P1P1P1/8/1RK5/1R6 b - - 0 1

How about just showing a 0.00 score from the first ply? :)

White(1): 7k/8/1p1p1p1p/pPpPpPpP/P1P1P1P1/8/1RK5/1R6 b - - 0 1
Black(1): score
end-game phase
              clearing hash tables
NOTE: Scores are shown for white.
Material Evaluation.................  10.00
Development.........................   0.00
Pawn Evaluation.....................   0.24
Passed Pawn Evaluation..............   0.00
Passed Pawn Race Evaluation.........   0.00
King Safety Evaluation..............   0.40
Interactive Piece Evaluation........ -10.64
Total Static Evaluation.............   0.00
Quiescence Evaluation...............   0.00
Black(1): analyze
Analyze Mode: type "exit" to terminate.
              clearing hash tables
              time surplus   0.00  time limit 22.50 (3:30)
              depth   time  score   variation (1)
                1     0.00   0.00   1. ... Kg7
                1->   0.00   0.00   1. ... Kg7
                2     0.00   0.00   1. ... Kg7 2. Rb4
                2->   0.00   0.00   1. ... Kg7 2. Rb4
                3     0.00   0.00   1. ... Kg7 2. Rb4 Kf7
                3->   0.00   0.00   1. ... Kg7 2. Rb4 Kf7
                4     0.00   0.00   1. ... Kg7 2. Rb4 Kf7 3. R4b3
                4->   0.00   0.00   1. ... Kg7 2. Rb4 Kf7 3. R4b3
                5     0.01   0.00   1. ... Kg7 2. Rb4 Kf7 3. R4b3 Ke7
                5->   0.01   0.00   1. ... Kg7 2. Rb4 Kf7 3. R4b3 Ke7
                6     0.01   0.00   1. ... Kg7 2. Rb4 Kf7 3. R4b3 Ke7 4.
                                    Rb4
                6->   0.01   0.00   1. ... Kg7 2. Rb4 Kf7 3. R4b3 Ke7 4.
                                    Rb4
                7     0.02   0.00   1. ... Kg7 2. Rb4 Kf7 3. R4b3 Ke7 4.
                                    Rb4 Kd7
                7->   0.02   0.00   1. ... Kg7 2. Rb4 Kf7 3. R4b3 Ke7 4.
                                    Rb4 Kd7
                8     0.05   0.00   1. ... Kg7 2. Rb4 Kf7 3. R4b3 Ke7 4.
                                    Rb4 Kd7 5. R4b3
                8->   0.05   0.00   1. ... Kg7 2. Rb4 Kf7 3. R4b3 Ke7 4.
                                    Rb4 Kd7 5. R4b3

This is a modified Crafty 19.1 that I made a long time ago to detect many kinds
of blocked positions.  I believe the code is in the distributed Crafty, but you
must #define it and compile yourself to see it.



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