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Subject: Re: How to evaluate KQ vs KR?

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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