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Subject: Re: Trapped rooks (part 2)

Author: scott farrell

Date: 17:13:36 12/07/02

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On December 07, 2002 at 12:04:46, Colin Frayn wrote:

>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);

OK, sounds good.
How did you do it?
what was your theory to detect it?
Do you have any pseudo code for those interested?

Scott

>
>[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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