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Subject: Re: table-based SEE or "evaluation in rebel (hanging pieces)"

Author: Tord Romstad

Date: 12:34:24 11/27/03

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On November 27, 2003 at 12:39:06, Ed Schröder wrote:

>On November 27, 2003 at 07:54:50, martin fierz wrote:
>
>>am i missing something here, or is this just another inaccuracy that such a
>>table-based SEE has (like not resolving xray attacks)? is it simply unimportant
>>to resolve such details?
>
>It depends how you are planning to use the information, it is great for
>move-ordering, q-search, static selective search, pruning, extensions,
>reductions, eval.

I've always wondered how you manage with only one bit for knights and bishop
in your eval, for instance when using the attack table for static mate
detection.  How is this done?  My attack tables are similar to yours, but
the way my eval currently works I need 9 bits instead of 8 because of the
important distinction between knights and bishops.

Another question:  How did you do hanging piece detection and similar
stuff at the time when the memory for lookup tables was limited (like
on the ChessMachine version of Rebel and on versions for various Mephisto
standalone units)?

Thank you very much for making your ideas public!  Your Rebel pages
is the most valuable chess programming resource out there, IMHO.  They
contain loads of interesting and useful information.

Tord



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