Author: Alessandro Damiani
Date: 07:03:51 07/23/00
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On July 22, 2000 at 22:21:19, Robert Hyatt wrote: >On July 22, 2000 at 04:47:14, Graham Laight wrote: > >>Looks like Ed doesn't want to continue this thread any more, which is >>understandable, because if he does, he could end up revealing more about how he >>does evaluation than he really wants to. >> >>So - if anyone reading this knows how knowledge in Crafty is organised, could >>they post an overview here, please, so that we can continue this thread? >> >>Thanks for your help with this. >> >>-g > > >This is not easy to answer. But here is a rough explanation. > >First, there are several knowledge 'modules' that are called when >appropriate. IE before both sides have castled and developed all pieces, >there is an EvaluateDevelopment() modules that is called. Once this has >done its job, it is disabled for the rest of the game. There are similar >modules for mating the opponent, evaluating passed pawns, evaluating >passed pawn races, and so forth. And they are only called when it is >appropriate. > >The rest is more complex. There are many 'major' terms... king safety, >endgame outlook (ie passed pawns, outside passed pawns, pawn majorities, >and so forth). These terms are phased in based on remaining material. IE >king safety is multiplied by using three factors; 1 is the pawn structure >around the king, 2 is the pieces of the opponent and how dangerous they >appear to be (how close and how many are close) and 3 remaining material. >As material is removed, king safety scores are scaled down. > >By the same token, as material is removed, endgame predictors are scaled >up (ie an outside passed pawn becomes more valuable). > >This is all what I call "third order evaluation" since three complex factors >are used to compute a number... > I think you took care of smoothness (SNAC)? Alessandro
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