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Subject: Re: Passed Pawn Extensions

Author: Robert Hyatt

Date: 20:59:10 05/24/00

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On May 24, 2000 at 22:56:50, Albert Silver wrote:

>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

Yes...  and once most pieces are off the board, two connected passers are worse
than two split passers.  A king easily stops two connected passers while it is
much harder to stop pawns that are separated by one or more files.




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