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Subject: Anti-human code

Author: Scott Gasch

Date: 13:23:46 06/26/01


Hi,

I would like to hear about philosophies about anti-human code and ideas for how
to implement it.  I've decided I need to do something after watching my engine
lose on time in an utterly blocked position in a standard game... to an opponent
who is moving his king back and forth or shuffling pieces around.  But I do not
want to simply add code to eval that says "blocked positions are terrible" for
fear of decreasing engine strength.

One idea is to realize you're in a blocked position and spend very little time
thinking... so that the engine doesn't get in time trouble.  Think longer only
if the PV move is a capture or pawn push.  Another idea is obviously to
recognize blocked positions in eval and penalize for them... What are good
criteria for identifying a blocked position?

I wonder if there any way to understand the critical squares of a blocked
position or to understand a blocked position better...

Thanks,
Scott



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