Author: Robert Hyatt
Date: 19:56:46 06/26/01
Go up one level in this thread
On June 26, 2001 at 16:23:46, Scott Gasch wrote: >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 Look at pawn lever opportunities. If you have none, you are not going to make progress unless the opponent chooses to do so... and if he does, he will probably do it at a point where you are not going to be able to avoid the difficulties he has planned... You don't have to go nuts about reaching open positions, you just want to avoid positions that you can't "open up" if you so choose.
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