Author: Jon Dart
Date: 13:45:03 04/28/98
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I do all of the things you mentioned, plus I have some special code to evaluate multiple passers (sometimes the opposing king could catch one of them, but not both), plus I now have code like Crafty's to score "outside" passed pawns. The real problem is the magnitude of the scores. In the endgame, it is fairly safe to give a big score for passed pawns, especially if you have the knowledge items mentioned above. In the middlegame, it is a lot trickier. Sometimes an advanced passed pawn is just deadly, and eventually the side that has it will pile enough pieces on it or around it to force it through to queening, or force the opponent to sac something to take it off. I get killed this way pretty often Other times, the program pushes up a pawn to the 6th, and eventually loses it. If you push up the passed pawn scoring too high, you will find your program giving up material to force a passer, and sometimes it will win that way, and sometimes it will lose. I currently value passed pawns a little more highly as material decreases, but the scores are not very big until the endgame is reached. --Jon On April 27, 1998 at 18:41:28, Stuart Cracraft wrote: >What do people generally do to handle passwd pawn >evaluation? > >A few things that could be considered: > > - square-of-the-pawn logic applicable for passed pawn? > - squares in front of the passed pawn (especially queening > square) controlled by whom? > - passed pawn's rank > - passed pawn's progress blocked by an enemy piece on same file. > - phase of game's effect on value of passed pawn > >But what about prioritizing and valuing all of these? I'm looking >mostly for guidelines and rules-of-thumb as I haven't seen too much >in the literature about passed pawns handling > >--Stuart
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