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Subject: Re: Positional scores in Eval()

Author: Normand M. Blais

Date: 18:17:59 04/09/01

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On April 09, 2001 at 18:20:07, Robert Hyatt wrote:

>On April 09, 2001 at 16:49:21, Normand M. Blais wrote:
>
>>On April 09, 2001 at 16:21:56, Andrei Fortuna wrote:
>>
>>
>>>positional score > 2 PAWN_VALUE. And that will hurt my quiescence and my
>>>futility pruning if I assume that 2*PAWN_VALUE is max positional score. It all
>>>boils down to the magnitude of the positional scores versus pawn value, I think
>>>I have to choose either to keep big bonuses and turn futility off (or set a
>>>bigger margin for futility but in that case it would make futility more
>>>inefficient) or keep small bonuses and enjoy the reductions I get from futility
>>>and quiescence.
>>
>>What if you multiply the value of the material by 10 (i.e. pawn = 1000 Knight =
>>3000 Bishop = 3000 Rook = 5000 Queen = 10000 ) and keep the positional score as
>>it is.
>>
>>N.M.B.
>
>
>Then you become _very_ materialistic.  You will grab pawns whenever
>possible, even if it wrecks your king position.  You will grab a pawn but
>leave your opponent with an outside passer that wins.  Etc...

I understand that the positional score is related to the material score (the
pawn or tempi being the unit of measurement). I made a mistake by suggesting
that the material value can be magnified without adjusting both the positional
bonuses and penalties. But would it be a good idea to have one more digit to
work with? A value of 1000, for instance, could represent 100.0.  And scores
like 112.4 and 112.8 could be set apart? Not a sophisticated idea but anyhow.

Regards,

N.M.B.




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