Author: José Carlos
Date: 23:58:48 11/13/01
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On November 13, 2001 at 23:08:14, Robert Randolph wrote: >I am currently working on writing a new evaluation for my program.. I have been >contemplating an eval based on positional aspects and no direct material count. > >For instance, a white knight on H1 would be worth maybe .2, but a white knight >on E5 would be worth 3.2 Of course these are my actual eval values, but examples >to better iillustrate my idea. > >Has this been done before with any success, or lack there of? > >If it was a plausible idea (as i beleive it could be) what would your >suggestions be for positional advantages and disadvantages in this system, as >they would be fairly differing than those of evals that also rely on material >count. > >-Robert If I understand you right, this is what every piece-square program eval does. But you don't want to do that for every piece. For example, it's worthless to evaluate pawns or rooks. Pawns can be doubled, weak, passed, etc... and rooks can be in open files, in 7th, doubled... BTW, I understand you mean a knight in h2 is worth 2.2 (not .2). You can do that either adding the value of the knight (300) to the value in the piece-square table (-80 for h1, +20 for e5) or by writting your table so that the values are already added (+220 for h1, +320 for e5). Don't forget that, if you want your eval parameters to be modified in an ini file, you have to build your tables (in the second case) when loading the program, after reading the ini. But even for the knights, that's too simplistic. For example: if my opponent has a strong passed pawn, I'll add a bonus to my knight for blocking it. If I'm attacking the opponent king, I want my knight to attack squares near him, and so on. José C.
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