Author: Robert Hyatt
Date: 10:05:38 01/12/04
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On January 12, 2004 at 10:24:59, scott farrell wrote: >On January 12, 2004 at 05:52:07, Tord Romstad wrote: > >>On January 11, 2004 at 21:18:30, macaroni wrote: >> >>>I have recently been fiddling arround with some passed pawn code, however I just >>>can't seem to get it working very well. Can you give me an idea of what sort of >>>values you give different types (in different stages) of passed pawns? >> >>Here is a rough description of what I do: >> >>Start by giving the passed pawn a bonus depending on which rank it occupies. >>You then adjust this bonus depending on the placement of the other pieces >>on the board. Some examples: >> >>Protected passed pawns and passed pawn duos are especially dangerous. >>Adjust the bonus up if there is a friendly pawn beside or diagonally >>behind the passed pawn. >> >>Adjust the bonus up if there is a friendly rook behind the pawn, and down if >>there is an enemy rook behind it. > >this is where you need to be careful if you have a pawnhash, you cant hash in >other pieces :) you have to put it into the rook/king eval instead. > >Scott SSSHHHHHHHHhhhhhhhhhh!!!!!!!! Everybody needs to debug _that_ problem at least once. Some of us more than once. :) > >> >>A passed pawn is usually more dangerous if it is supported by a king. >>Increase the bonus if the friendly king is close, especially if it is >>somewhere in front of the pawn. Likewise, you should increase the bonus >>if the enemy king is far away. In rook endgames, it is probably a good >>idea to further increase the bonus if the enemy king is cut off by >>a rook (I don't do this yet, but I plan to add it in the near future). >> >>Passed pawns are most dangerous if they are able to advance safely. >>If the passed pawn is blocked by an enemy piece, adjust the bonus down. >>If it is unblocked, increase the bonus if your static exchange evaluator >>decides that it is safe to push the pawn, and reduce the bonus if it is >>not safe to push it. >> >>Tord
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