Author: Uri Blass
Date: 09:15:46 11/14/02
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On November 14, 2002 at 11:58:00, Tom Likens wrote: >On November 14, 2002 at 07:51:31, Vladimir Medvedev wrote: > >>I want to add mobility terms into my engine's eval function, but it seems to me >>rather unclear. >> >>The primitive way, generating (pseudo-legal) moves in leaf nodes coasts very >>much. Checking for move legality will be much more expensive, but without it I >>can't evaluate mobiity decrrease for pinned pieces... >> >>I also tried to evaluate mobility as the last branching factor on the line >>before the qsearch begins, but it seems to be too rough estimation, isn't it? >> >>I think, in bitboard engines mobility can be evaluated in some simple way, but >>how to do this for my "field array + piece lists" board structure? > >If you are satisfied with psuedo-legal moves you could preprocess the >non-sliding pieces since their psuedo-mobility will depend only on >their location. For example, > >int KnightMobility[64]; No The number of legal moves of the knight is dependent also on other pieces. You can only know the maximal number. If the is a knight at h1 and a pawn at f2 then h1-f2 is not pseudo legal move. using only the original square is the same as changing the piece square tables. Uri
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