Author: Sune Fischer
Date: 05:57:20 07/01/02
Go up one level in this thread
On July 01, 2002 at 07:50:12, Richard Pijl wrote: >On July 01, 2002 at 07:18:45, Sune Fischer wrote: > >>On July 01, 2002 at 07:07:10, Richard Pijl wrote: >> >>>On July 01, 2002 at 06:50:51, Sune Fischer wrote: >>> >>>>On July 01, 2002 at 06:34:31, Richard Pijl wrote: >>>> >>>>>>I presume the reason for this is the slow InCheck implementation, so the idea is >>>>>>to call the heavy functions as little as possible. >>>>> >>>>>And search less nodes as you do not have to search the check evasions. I think >>>>>that is the real winner. >>>> >>>>Oh well I don't do that in qsearch. It just means that I might evaluate a >>>>position where the king is in check, but that's still better than to evaluate a >>>>position where the king has been captured, IMHO. :) >>>> >>> >>>In that case you could just assign a very high material value to a king, so you >>>can determine a captured king by the material balance and skip evaluation with a >>>fail low ... Then you have no need for calling InCheck in qsearch at all >> >>But my InCheck is fast (at the expense of slow make-/unmakemove), so it's no >>problem for me. >>And I don't see how it solves Craftys problem, you still might evaluate >>positions where the king is in check. > >Yes, but if you're not doing check evasions in qsearch, it doesn't matter, does >it? I misunderstood, I thought the idea of check evasions in qsearch was _not_ to evaluate while in check, since technically it cannot be considered a quite position. >>Example, your are in check (but don't know this since you don't detect it) and >>you have no captures so you evaluate and return alpha. >> >>It could also happen that both kings get captured in qsearch, since kings have >>the same value their scores will cancel and the evaluation score will look >>normal. > >If you're evaluating on every move in qsearch that cannot happen as you will >return failing low on the first king captured. Right :) >>-S. >> >Richard.
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