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Subject: Re: Piece Values

Author: Don Dailey

Date: 06:43:46 08/16/98

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On August 16, 1998 at 08:45:30, Stuart Cracraft wrote:

>On August 15, 1998 at 22:18:24, Jeff Anderson wrote:
>
>>Can someone perhaps give me a rundown of the piece values used by different
>>chess programs?  How do small changes piece values in programs affect their
>>play?
>>Thanks,
>>Jeff
>
>Currently, I use these
>
> pawn1000 3000 3000 5000 11000 12000


This can get tricky.  We have made several adjustments over time to
the piece values we use because the evaluation tempers these numbers
significantly.  For instance, if your bishop has a certain value,
and then gets nothing other than mobility bonuses, then what is
your bishop value really?

Really, there are a few important things to look out for, and you
must keep these in mind.  When will it trade a bishop for a knight?
What is the value of typical pawn structures that this trade typically
creates (like bishop for a knight and doubled pawns around king.)
Small adjustments can be important and will influence key game
critical decisions if they are wrong.  What will your program trade
to get a rook?  Bishop and 1 pawn, bishop and 2 pawns, or does
it need to be bishop and 2 pawns with some other positional advantage
to consider it worthwhile?  All these decisions and many more will
be influenced by the values you chose.  And to answer your question,
if the values are well adjusted, small changes CAN make a big
difference in the play, because exchanges and when to make them
are often critical decisions in a chess game.  Particularly the
bishop for knight exchange.  Less sophisticated players do not
really distinguish the difference, but among grandmasters this
decision can and will win and lose games.

Here are the values we use in Cilkchess, but they are not necessarily
"centered" which means we have inflated or deflated them to account
for a preponderance of bonuses or penalties:

pawn        96
knight     330
bishop     330
rook       510
queen      940
Bishop pair 24

The values for the pieces were once somewhat lower, but we realized
we were giving pawns too many bonuses and had to effectively
lower the base value of the pawn by raising these values.  These
values seem to be approximately right for us based on the evaluation
terms we use,  they may not work for you but will give you a good
idea.  I am thinking about performing a standardized normalization
procedure to determine the "average" value of the pieces so that
over time I am using the same approximate metric.  But this is
not very straightforward since some terms are not directly tied
to an individual piece (like king safety.)

I believe the bishop pair is an important terms and consider it
strictly part of the material evaluation.  I don't consider it
a positional term.   There are other terms like this but bishop
pair is the most important.

Me and Larry once considered building a program heavily organized
around STATIC chess features (we never did though.) There are
several ways to look at the fundamental elements of chess, but if
you break them up this way:

  Material
  Pawn structure
  Time
  Space
  King safety

... then the static features are Material and Pawn structure, the
dynamic features time, space and king safety.   One way of defining
these terms is to view STATIC features as the ones that tend to
not change at all if there is not exchange of material.  Obviously
material doesn't change but neither do many of the  elements of
pawn structure.  A doubled pawn remains doubled, a pawn island
remains a pawn island, isolated pawns and others.  Some pawn
structure features of course can still change but most of these
will tend to involve the possibility of a capture, for instance
a passed pawn can never become passed without either an exchange
or the offer of one.

It turns out these are generally the terms that are the most reliable
to evaluate (with some exceptions like passed pawns) and the
dynamic features are usually lot's of guesswork on the programmers
part.  I heavily recommend that you view your evaluation this way,
do not view material and pawn stucture as completely separate but
as a sort of integrated single term if you will.   An incredibly
deep search will tend to sort out problems with your dynamic
evaluation but a fundamental error in these static features are
long lasting and your program will never see the 50 ply ahead
to realize trading the bishop for the knight gives you a bad
endgame.  Of course I admit this is a bit of a simplification.
You can still get problems with a cramped position (space) for
instance that will also have to live with for a zillion ply and
of course any dynamic feature.  But remember it is much harder
to get these right anyway.


- Don



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