Author: Albert Silver
Date: 19:56:50 05/24/00
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On May 24, 2000 at 22:26:31, Roberto Waldteufel wrote: >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 Don't forget some of those magic combinations: 2 connected pawns on the 6th defeat a rook, or other similar ones. I find Hiarcs very good at these types of positions. Albert Silver
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