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Subject: Trapped rooks (part 2)

Author: Colin Frayn

Date: 09:04:46 12/07/02


I've fixed the problem with recognising trapped rooks... sort of.  Beowulf now
recognises the following positions (and others like them) as completely trapped
rooks (and penalises them based on game stage);

[D]5k2/p2p3p/2p2pp1/3p3r/1P1N1P1P/6P1/P5B1/4K3 b - -
Rh5

[D]r4k2/2R2p1r/4pBp1/4P2p/pR3P1P/Pb2K1P1/8/8 b - -
Rh7

[D]8/7p/6k1/5p2/p1p2P1R/P2pPK1P/1r6/8 w - -
Rh4

Beowulf even reognises more complicated positions than these, such as ones with
nasty exchanges, but not ones where a complicated series of pawn blocks prevents
the rook from escaping, but the rook has a significant freedom of movement.

I added in 'trapped knight' tests too, as they're also fairly easy to do.

Of course, it's a bit slow now ;)
I don't really care though as I'm now going for the 'slow, but complicated'
approach.  I figure that if you can spot tactics two plies earlier then it
doesn't matter if your eval() is an order of magnitude slower.

Cheers,
Col



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