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Subject: Re: Piece Values in Chess Programs (Larry Kaufman)

Author: Vincent Diepeveen

Date: 10:14:08 05/07/01

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On May 06, 2001 at 21:43:37, Robert Hyatt wrote:

>On May 06, 2001 at 08:35:07, Vincent Diepeveen wrote:
>
>>On May 05, 2001 at 12:01:08, Dana Turnmire wrote:
>>
>>>  Here is an interesting article found in a 1989 CCR article.
>>
>>Exactly the biggest misunderstanding in chessbooks is that 2 rooks
>>are stronger as a queen. Even in most endgames a queen wins easily
>>against 2 rooks.
>
>I wouldn't say in "most".  I would say in "some".  Two rooks can box up
>a queen and make it impossible to win since the queen can't overpower the
>two rooks without the help of the king...

Please print the first 1000 positions crafty sees 2 rooks against
a queen. You'll see a tactical mess. That's logical that it is a
tactical mess as otherwise you would NULLMOVE.

Then figure out who wins. A queen is superior in picking up hung
material.


>
>
>>
>>However grandmasters only get the exceptions on the board, so if a
>>GM gets 2 rooks versus a queen then *usually* the 2 rooks are stronger.
>>
>>My piece values are about this:
>>  pawn    1000
>>  knight  3625
>>  bishop  3675
>>  rook    5800
>>  queen   11750
>>
>>However there are always things wrong in piece values.
>>
>>In the above values an obvious problem is that a queen is stronger
>>as 3 pieces which is NOT true.
>>
>>Also 2 pieces in the above example are very close to rook+pawn.
>>
>>However i have special code for that to fix it :)

>Why not just use normal piece values and fix the rest of the problems by
>evaluation, rather than faking up oddball piece values?  Crafty uses 1,3,5 and
>9, and has _no_ problems recognizing that two pieces for a rook and pawn is
>a bad trade, as is a queen for three minor pieces...

I have mobility+activity+centercontrol+scanning of all of my pieces
in DIEP.

Rooks get huge mobility scores. A rook at 7th rank might
easily get 2 pawns bonus for just activity depending upon the
position.

If 2 rooks get that at the 7th rank then 11.75 for a queen isn't
so much suddenly...

>
>
>>
>>>  "Most elementary chess textbooks assign relative values to the pieces, based
>>>on pawn=1, as follows: N=3, B=3, (or 3+), R=5, Q=9 (or 9.5 or 10).  Most chess
>>>computers use these numbers in their programs; in fact they play a critical
>>>role.  But there are serious problems arising from relying on these numbers."
>>>
>>>The most glaring problem is the exchange of two minor pieces for a rook and
>>>pawn.  Any tournament player should know that the minor pieces are nearly always
>>>superior, except in simple endgames.  In the middle game they are fully equal
>>>(or even superior) to a rook and two pawns, as I learned the hard way in the
>>>1972 U.S. Championship against fellow Senior Master Greg Defotis.  Yet many
>>>chess computers, especially Fidelity's will give up the two pieces for a rook
>>>and one pawn at the drop of a hat, and nearly always go on to lose.  I discussed
>>>this problem with Fidelity's programmers last year, but as the Excel68000 makes
>>>this losing exchange with alarming frequency it is clear that the problem has
>>>not been corrected.
>>>
>>>  Other piece value problems are improper bishop or knight exchanges (a
>>>Turbostar flaw), and unsound sacrifices of a knight for two pawns and meager
>>>positional compensation (Mephisto Amsterdam).  Fidelity machines tend to vive up
>>>their queens a bit cheaply, while Novag machines (especially the Super
>>>Constellation) sacrifice the exchange too readily.
>>>
>>>  It is my opinion that many of these problems relate to the fact that the
>>>accepted piece value tables were derived from endgame theory, and are not
>>>accurate for the middle game, in which pawns are more expendable and minor
>>>pieces more valuable.  To prove this I ran a series of blitz games, using the
>>>autoplay feature on the Mephisto Dallas, in which I removed a white knight and
>>>three black pawns (not rook pawns), varying the choice of knight and pawns,
>>>before starting the games.  Black won 8-0!  I raised the compensation to four
>>>pawns, and black still won 3-1 (at 5 pawns they split two games).  So it seems
>>>clear that at least in the early stages a piece is worth at least four pawns,
>>>unless king safety or center domination is involved.
>>>
>>>  Apparently, Mephisto reached the same conclusion.  In a major departure from
>>>the Amsterdam program as well as all others, piece values were changed for the
>>>Mephisto Dallas program to knight=4, bishop=4+, rook=6, and queen=11.  Suddenly,
>>>two minor pieces equal rook and two pawns (as they should), the exchange retains
>>>its standard two pawn value, and the unsound piece sacrifices of the Amsterdam
>>>dissapear.  The major drawback is a tendency to underestimate sacrifices of a
>>>minor piece for two king-protecting pawns, but this may be dealt with in the
>>>future by heuristics.  The endgame is not harmed because passed pawns receive
>>>sufficient bonuses in that phase to reduce the effective value of minor pieces
>>>to around three pawns.  My only criticism is that the queen should probably rate
>>>a tad higher or the rook a hair lower, since queen and pawn are usually superior
>>>to two rooks.  I predict that the Mephisto Dallas piece values will soon be
>>>copied by other programmers, and I recommend them to those human players who
>>>feel the need for numbers.



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