Author: martin fierz
Date: 16:21:07 01/20/02
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On January 20, 2002 at 16:21:02, David Rasmussen wrote: >On January 20, 2002 at 15:38:45, martin fierz 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. >>in the middlegame, yes, in the endgame no. >> >>>2 knights/bishops for rook and pawn is almost always a bad idea. >>in the middlegame yes, in the endgame, maybe not, if the rook has a passer. >> >>>2 rooks for queen is often not a good idea. >>not at all, except if the queen can mate you. >> >>>3 knights/bishops for a queens is often not a good idea. Then again, often it is >>>:) >>it is a good idea more often than not. >> >>all these things are heavily dependent on the rest of the material on the board. >>i don't think you have a chance... >> >>cheers >> >> martin > >I am not talking about things that depend on a lot of other stuff. Evaluation >should take care of this. I am talking about Crafty that explicitly checks for >some material special cases _and nothing else on the board_, and decides if it >should give a penalty/bonus. I say that I think it can be done with the values >alone. Why not? > >/David because all your examples above depend on a lot of other stuff maybe? that's the point i tried to make in my post: a single rook with pawn vs knight and bishop can have good chances in this pure endgame (+ a few more pawns each). in the middlegame nearly never. how would you want to encode that in your material values? a single rook with a pawn against two bishops is mostly in deep trouble. you have to check these specific cases in the end anyway, so what is the problem with crafty's approach? just use normal values, and add the special cases. cheers martin
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