Author: Djordje Vidanovic
Date: 02:25:55 03/22/01
Go up one level in this thread
On March 22, 2001 at 05:23:50, Djordje Vidanovic wrote: >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 This seems to be one of those days :) Erratum 2: ... Gambtit => Gambit! Please, no one bring up Freudian slips or similar :) *** Djordje
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