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Subject: Re: Square-of-the-pawn

Author: Robert Hyatt

Date: 05:09:59 01/15/98

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On January 15, 1998 at 01:08:19, Don Dailey wrote:

>Bob,
>
>I completely agree with you.  I have a separate bonus for pushing passed
>pawns in my program and I also view the square of pawn as serving a
>separate
>purpose.   I am just trying to figure out why it doesn't add more to
>the strength than it does.   But you can't deny having an increasing
>penalty for distance from a passed pawn is very similar to a weak square
>of pawn algorithm in spirit if not purpose.  Square of pawn is a
>"boolean"
>function and is on or off.  The distance function is graduated and will
>also try to get a square of pawn although it doesn't understand when it
>achieves this and does not have the power to sacrafice for it.
>


I wouldn't disagree at all, other than these things address two
distinctly
different problems.  One is positional in nature, the other is tactical.
 I
depend on this code to avoid making an elementary tactical mistake, such
as
the one NuChess made against us in 1984.  I rely on the "weak version"
to
provide correct endgame play.  But I'm more worried about trading into a
lost ending where a pawn scampars down and can't be caught.


>Its the old rule of 80/20 perhaps, my hypothesis is that some rule
>like distance to square in front of passer might give you 80% of the
>benefit.  I do not disagree with you at all about the power of square
>of pawn though.  You WILL make ugly blunders without it.
>
>I've noticed this 80/20 thing a lot in chess programming.  There is
>no substitute for "doing it right" but if you cannot, then try to
>do it halfway!  I don't mean "half assed" I mean try to cover the
>basics even if weakly.   King safety is a good example of this.
>Until you've had the time to really work it out well, just putting
>in some basic principles like pawn shelter around the king and open
>file stuff will make a huge difference.   You'll still succomb to
>sacrafices and have king safety problems but with 20% of the effort
>you can solve 80% of the problems.   The last 20% will be the most
>difficult and this is what separates the men from the boys!


I agree.  I did the two connected passers on the 6th code, and it worked
well.  Then I found exceptions and continued to refine it to the point I
have now reached where I don't see it fail very often.  But it is never
perfect, although "square of the pawn" can be.

>
>Years ago before I knew anything about selectivity, me and Larry
>Kaufman were working it out for ourselves.  We did not know about
>null move pruning and started playing with ways to determine an
>upper bound on the score.  We figured out the static attack stuff
>on our own (others were also doing selectivity but we had no idea
>what they were doing.  After having success with it we guessed that
>others must have made the same discoveries before us.)
>
>But during the process, one thing we tried was a simple margin against
>beta on the last ply.  In other words if you are "well" above beta
>then you could stand pat (if you were not in check.)  We did no
>attack testing at all!  Now it turns out from extensive auto-testing
>that a very small margin is a huge  improvement in quality and is
>clearly better than full width.  No margin whatsoever is not bad
>but is slightly weaker than full width (fast as hell is it's only
>saving grace!)   But why would 1/2 pawn margin work so well?  There
>is no way pawn attacks rook would ever be covered by such a nonsense
>rule (and I agree its nonsense!)   But it turns out that this was an
>80/20 thing.  Most of the
>time we would still avoid tactical blunders not because we saw it
>was a blunder, but just because the half pawn margin was enough to
>cover the typical situation which was usually a positional issue.
>And the extra speed DID allow us to see tactics the full width version
>would not have time to.
>We never kept this weak algorithm but went on to a nice SEE type of
>algorithm and did quite well with it in REX.
>
>So as I said in my post I think it could be a first come first serve
>type of thing (like mobility vs centralization where the first
>algorithm implemented looks the best because it improves the program
>the most because the 2nd one is partially redundant.)
>
>Yes it's silly not to have square of pawn, it's so cheap if you have
>pawn structure hash tables and one of the easiest ways to add
>rating points to your program.   I hope this email is not used as an
>excuse for not having it, there is no excuse and this would be an
>error.
>
>- Don



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