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Subject: Re: Anti-human code

Author: Peter McKenzie

Date: 18:13:35 06/26/01

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On June 26, 2001 at 16:23:46, Scott Gasch wrote:
Hi Scott,
An ideal solution would be to add 2 things to your program:

1) Recognise those blocked positions where it really is hard/impossible to make
progress, and adjust the evaluation accordingly.

2) Improve the time management so that it is the human, not the computer that
loses on time if such a position is ever reached.

I think the first one is the hardest, but a couple of ideas are:

- positions where there are 14-16 pawns on the board are more drawish!?
- adjust the score slightly towards zero if there are lots of pawns that are
either locked (blocked by another pawn), or backward (effectively can't move due
to enemy pawn).

I don't do any of this in LambChop yet...

Peter

>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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