Author: David Rasmussen
Date: 07:25:50 01/20/02
Go up one level in this thread
On January 20, 2002 at 10:12:28, Uri Blass wrote: >On January 20, 2002 at 09:41:48, David Rasmussen wrote: > >>On January 20, 2002 at 09:29:24, Severi Salminen wrote: >> >>>On January 20, 2002 at 09:01:50, David Rasmussen wrote: >>> >>>>There must be a value system of material that takes care of all special cases. >>>> >>>>1,3,3,5,9: >>>> >>>>Has the following problems: >>>>3 pawns for bishop or knight is almost always a bad idea. >>>>2 knights/bishops for rook and pawn is almost always a bad idea. >>>>2 rooks for queen is often not a good idea. >>>>3 knights/bishops for a queens is often not a good idea. Then again, often it is >>>>:) >>>> >>>>What is your best bet? >>> >>>And sometimes a Bishop is better than a knight. So: >>> >>>P=1, B>N>3*P, R+P>2*B, Q>2*R and Q>3*B. >>> >>>So maybe P=1, N=3.2, B=3.4, R=6, Q=13? >>> >>>Severi >> >>I don't want to score bishop higher than knight. It depends on dynamic factors >>that should be in evaluation anyway. I just want to avoid extra code to evaluate >>special cases, as Crafty does. I think it is possible. >> >>/David > >There is no answer for your questions. > >It is even not possible to know what is the meaning of P=1 >because the value of the pawn is dependent in the square of the pawn. > >If you do not use piece square table for pawns then your program may be weak > >If you use piece square table for pawns than P=1 is eqvivalent to P=1.2 when you >only change the piece square table for the pawns. > >Uri Look, I am not talking about perfect evaluation here. I am talking about a mature evaluation function, but instead of evaluating material special cases (three pawns for a bishope etc.) as crafty does, I think all of these _material_ special cases can be done with material values alone. All the other evaluation stuff will still be there. /David
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