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Subject: Re: Passed Pawn Extensions

Author: Roberto Waldteufel

Date: 19:26:31 05/24/00

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On May 24, 2000 at 20:00:53, Robert Hyatt wrote:

>On May 24, 2000 at 19:51:35, Roberto Waldteufel wrote:
>
>>I have noticed a weakness in my program in situations where there are advanced
>>passed pawns, but often the promotion is not seen before it is already too late
>>to stop, or else can only be stopped by sacrifice of material. Usually the
>>program has missed a chance to stop the pawn much more cheaply, being distracted
>>by some small material gain on the other side of the board, or else pushing the
>>promotion beyond the search horizon by means of a series of checks from which
>>the oponent can ultimately escape safely. Does anyone extend their searches for
>>passed pawn pushes? If so, how is the extension triggered - does it depend on
>>the rank of the pawn, the king position, and/or the currant remaining search
>>depth? At present I consider pawn promotions in the qsearch (depth<=0) and I
>>extend 1 ply for pawn  pushes to the seventh rank at frontier nodes (depth=1),
>>so the oponent cannot stand pat without giving the pawn a chance to promote, but
>>I do no other pawn-triggered extensions at all. I think that pushes to the
>>sixth rank probably should be extended as well, but to ensure that promotion
>>occurs before standing pat this would need a lot of extra full-width plies. Any
>>suggestions?
>>
>>Best wishes,
>>
>>Roberto
>
>
>Make the value of a passed pawn larger.  And make this value proportional to
>the number of squares it has advanced.  Then you will try to restrain/blockade
>the pawn based on positional grounds.

I already apply a bonus in the evaluation for passed pawns which increases as
the pawns advance, and is smaller if the pawn is blockaded. Most of the time
this works quite satisfactorily; the trouble arises when this bonus is exceeded
by a material gain, say of a pawn or two, which causes the program to gobble the
pawns and then push the promotion beyond the  horizon with forcing moves,
typically checks or long swap sequences. I could make the passed pawn bonus
bigger, but this would cause problems with lazy evaluations, as my total
positional score is never worth more than 2 pawns, so I make use of lazy
evaluation to speed things up when the material score is more than 2 pawns below
alpha or above beta. This means that if the program reaches the qsearch and is 2
pawns or more outside the search window on material it does not even bother to
test for passed pawns - maybe it should test anyway, but that increases the
qsearch workload quite a lot. How big is your passed pawn bonus relative to to
material value? I might have to increase my tolerance to 3 pawns instead of two
and increase my bonus, but it would be nice to catch the "dangerous" cases in
the main search and extend the pawn push moves if only I could find a way to
identify dangerous from silly pawn pushes.

Best wishes

Roberto



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