Author: Robert Hyatt
Date: 19:25:14 04/09/01
Go up one level in this thread
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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