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Subject: Re: impressed by Phalanx

Author: Djordje Vidanovic

Date: 02:23:50 03/22/01

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On March 22, 2001 at 05:22:39, Djordje Vidanovic wrote:

>On March 21, 2001 at 18:32:20, Tim Foden wrote:
>
>>On March 21, 2001 at 16:59:27, Dann Corbit wrote:
>>
>>>I have always been very impressed with Phalanx.
>>>
>>>For the same search depth, Phalanx will solve many problems that no other engine
>>>will solve at the same depth.  That indicates to me that the search extensions
>>>involved are very smart.
>>>
>>>Also, Phalanx will find solutions to problems that other engines simply will not
>>>find.  I think this is mostly related to king safety, but I am not sure.
>>>
>>>Phalanx is the little engine that could.
>>>;-)
>>>
>>>Lower NPS (factor of 2 to factor of 4), lower search depths (always 1 or 2 ply
>>>behind), and yet he can play with the big boys and give them all that they can
>>>handle.  Pretty amazing, really.
>>
>>I have to agree.  Phalanx is very impressive.
>>
>>I have been studying Phalanx's static evaluation function, and it does a lot of
>>clever things.  I think one of the ones that helps with tactical stuff is that
>>it calculates all the pins, hung pieces, and attacked and defended squares.  It
>>then goes on to use this info in relevant places.
>>
>>I've been trying to figure out how I could do some of this stuff using bitboards
>>in GLC... but I'm still trying to figure it out... Imagine if you could use the
>>eval func of Phalanx in a fast searcher :-))
>>
>>Cheers, Tim.
>
>
>Just like Alfred below, I am too impressed with GLC.  About implementing a
>Phalanx-like eval in a fast searcher:  I believe that Christophe Theron has
>already done a good deal in that respect :-)(just go through Gambtit's games...)
>
>***  Djordje


Erratum:  ... I am too => I too am...  :)


*** Djordje




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