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Subject: Re: Positional scores in Eval()

Author: Robert Hyatt

Date: 19:25:14 04/09/01

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On April 09, 2001 at 21:17:59, Normand M. Blais wrote:

>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.

I don't personally think the idea of "millipawns" makes a lot of sense.  That
is _very_ fine resolution.  I used it in Cray Blitz, and in early versions of
Crafty, but it adds to the hash entry size for one thing...




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