Author: Dieter Buerssner
Date: 16:39:48 05/05/04
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On May 05, 2004 at 18:21:39, Sune Fischer wrote: >On May 05, 2004 at 17:47:08, Dieter Buerssner wrote: > >>The overhead of adding this should be very little (I did not measure it, >>however). I already have some ifs in eval, where non pawn positions are >>detected, and somwhere inside this, only one further if had to be added. > >Why do you use special code for this endgame? Out of curiosity. Also, because Tord specifically asked for this. My normal code got a draw only from that maximum mate position in game in one minute (although it won your position). Game in 2 minutes, it won. >[FEN "8/4kr2/8/8/8/2Q5/2K5/8 w - - 0 1"] This is a bit easier, than the position I used. Out of more curiosity, I changed the formula again (just from my feeling). score = 600 + 5*DISTANCE(kl,r) - 20*EDGE_DIST(kl) - 10*CORNER_DIST(kl) - 15*DISTANCE(kl,kw); if (EDGE_DIST(kw) < 2) /* Keep winning K away from the edge */ score += 8 * (EDGE_DIST(kw)-2); if (CORNER_DIST(kw) < 2) /* Keep winning K away from the corner */ score += 8 * (CORNER_DIST(kw)-2); With this, a fixed search depth of 6 (+ normal extensions, also using normal null move R=2 as long as both pieces are on the board) was enough to win the maximum mate position I gave in an earlier post against TBs. The previous formula needed a search depth of 8. But it could also be noise, what I saw, and with other positions, other results will occure. I won't doubt, that your general scoring of pawnless endgames is just as good (mine was not). Regards, Dieter
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