Author: Andrew Williams
Date: 04:46:09 11/29/00
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On November 29, 2000 at 04:14:30, Scott Gasch wrote: >Hi all, > >I've been seeing my engine make some really dumb decisions in endgames receltly. > It just can't seem to see deep enough to decide to do the right thing. Here's >an example position: > >[D]8/p5k1/3p2p1/2pP1p1p/8/7P/6P1/3B3K w - f6 0 36 > >This happened in a game where it was playing black. Not good. But the way it >handles it is even worse. It lets the white king walk around and kill the A >pawn then the two in the middle realizing too late that it could have tried to >defend them with its own king. Likewise when I have it play white it does not >see this sequqnce opting instead to trade pawns, pick off a couple with the >bishop and just plain mess everything up. It never moves the king and does not >realize it's hosed until here: > >[D]8/8/3p2B1/8/p1pk4/8/8/7K w - - 0 0 > >I obviously need help... a different eval routine specifically designed for >endgames maybe? I know my search is sound, I am just not getting deep enough >fast enough to see endgame tactics and getting routinely punished for it. To >try to improve things I added code giving large bonuses for passed pawns and a >pawn-push extension... it seems that this has not helped matters though. > >Thanks again, >Scott With hardly any pieces on the board, you want your king involved more. There's no need for him to hide in the corner. There are lots of things I tell mine, for example: 1 Go to the centre. 2 Support my passed pawns. 3 Block my opponent's passed pawns. However: (a) It's difficult to decide which of 2 and 3 to do in a particular position. (b) Sometimes the centre is the worst place to go etc etc Andrew
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