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Subject: Re: Trapped rooks (part 2)

Author: Colin Frayn

Date: 04:52:45 12/08/02

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On December 07, 2002 at 20:13:36, scott farrell wrote:

>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?

I suggest you wait until the next release (fairly soon) as it's a bit
complicated.  Basically it involves checking the available exit squares and
testing for attacks or unfavourable SEE exchanges on each.  It also checks for
blockades by friendly pawns and friendly pieces.  If there is a friendly piece
(not a pawn) blockading then the rook is *not* flagged as blocked (even though
it might still be).  This just seemed the most logical thing to do, for example
to stop Beowulf complaining that the opening positions were blocked and trying
to get the rooks out too early.

Cheers,
Col



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