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Subject: Re: Piece Values

Author: Robert Hyatt

Date: 02:18:16 08/18/98

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On August 17, 1998 at 21:17:59, Bruce Moreland wrote:

>
>On August 17, 1998 at 07:41:52, Robert Henry Durrett wrote:
>
>>Is there something about chess computers/software that requires modification of
>>the values for human vs human so that the software will perform properly in
>>computer vs human and computer vs computer games?
>>
>>If so, what is it about the computer software that makes this necessary?
>
>There shouldn't be, since the programs are playing chess better and better, they
>should find the same rules of thumb work as work with humans.
>
>I think it might be useful to fudge occasionally though.  You can take a
>position that a person would say is even, or perhaps worse for white, and yet a
>computer playing black against a human will be worse off.  So perhaps you try to
>teach the computer to avoid these positions even if they are objectively better.
>
>The same could be true of material values, if a program is ham-handed about
>handling a bishop and a knight, maybe you would teach it to prefer a rook and a
>pawn.
>
>bruce


I think the most common reason for fudging the values is to avoid the BN for RP
trade...  or N for PPP trade...  I've done that for years myself, trying to just
offset positional benefits by increasing the value of minor pieces.  I finally
got tired of it and added a simple bit of evaluation code that simply says if
one side has a rook, the other side has two minor pieces, the two minors get an
additional positional bonus (or, if you think about it, the rook gets a
positional penalty)...  I do the same for a piece for 3 pawns...  although the
three pawns may well make up the "penalty" if they are connected, and passed,
and advanced far enough that they might cause problems before the extra piece
can be used to pile up on them...



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